Fully parametric lattice structure generated through recursive subdivision and edge extrusion. Supports variable density gradients, randomized strut thickness, and automatic UV generation for material assignment. Ideal for sci-fi paneling, architectural facades, and mechanical detail work.
Real-time Voronoi-based fracture system with interior face material assignment and edge wear detail. Supports animated crack propagation, pre-cut chunking for game engines, and constraint network generation for RBD simulation. Includes per-fragment mass and convex hull approximation.
Spline-driven cable and wire generation system. Drop start and end points, and the tool generates catenary-curve cables with adjustable sag, twist, and bundle count. Supports auto-clamp generation at attachment points, cable ties, and procedural insulation material variation along the length.
Procedural tile generator that fills arbitrary planar regions with configurable tile patterns. Supports hexagonal, herringbone, brick, and custom template layouts. Includes grout gap control, per-tile height randomization for weathering effects, and automatic edge-tile clipping at surface boundaries.
Runtime spline mesh component that deforms geometry along user-defined paths. Supports profile scaling curves, twist distribution, and automatic LOD generation. Used for pipes, railings, roads, and any path-following geometry that needs to be placed and adjusted at runtime in-editor or in-game.