A collection of 30 procedural modeling modifiers and UV utilities built entirely on Blender 5.2 LTS Geometry Nodes.
The goal of this project was to extend Blender’s native modifier capabilities and bring precise, non-destructive polygon workflows directly to the modifier stack.No node-tree editing or programming knowledge is required. The tools operate via standard parameters and sliders directly from the interface, while remaining completely open for anyone who wishes to customize the underlying node networks.
Core Version (Free / Commercial Allowed)
The foundational workflow building blocks. Free of charge for personal and commercial use (redistribution is prohibited).
poly_peak: Advanced alternative to the native Solidify modifier. It features volume-preserving algorithms for complex cases, multi-segment splits for subdivision topology, and precise segment distribution controls.
poly_border: An outward boundary inset and extrusion utility for creating procedural lips, trims, and outer framing.
poly_bevel: A dedicated wrapper for Blender 5.2’s native Mesh Bevel node with built-in angle-based filtering.
uv_project: A comprehensive procedural UV mapping modifier inspired by traditional production pipelines. It supports Planar, Cubic, Box, Spherical, Cylindrical, and Tri-Planar projections with controls for normalization, clamping, and tiling.
add/load/remove/store_to_point/edge/face_selection: A utility suite of interactive selection tools to manually create and edit vertex, edge, or face selection attributes dynamically in the stack.
Full Version (Commercial Suite)
Unlocks advanced generators, automation tools and procedural selections that streamline professional production pipelines.
poly_sweep: A powerful profile sweeper that works directly on polygonal mesh edges and selections without requiring curve conversion, granting total control over profile orientation alongside absolute corner volume preservation.
window_frame: Generates complex architectural window frame systems from raw geometric layouts. It utilizes multi-attribute inputs to drive independent frame thicknesses and pane shapes per face.
poly_strip_split: Slices connected polygon strips based on length or count, automatically generating spacing, gaps, and internal segments for paneling or architectural glazing.
poly_mesh_deformer: A Houdini-style two-object capture and deformation pipeline supporting Capture-only, Deform-only, or full single-step execution.
selection_by_proximity: High-speed volume/proximity selection. It detects if components are inside or close to any arbitrary mesh volume using fast mathematical algorithms.
uv_project_from_curve: Project UV coordinates using raw polygon edges or object curves, featuring automatic cyclic error-correction to ensure mapping alignment at the ends.
uv_world_scale: Samples and measures mesh dimensions to scale UV maps directly to exact real-world dimensions uniformly or per-component.
Upgrade and Compatibility
Built and optimized specifically for the stable release of Blender 5.2 LTS. The Core and Full versions share identical node data and are completely cross-compatible.
If you use Blender’s Linking method, upgrading existing scenes simply requires using Blender’s “Find Missing Files” utility to remap your asset path from the free to the full version directory.
Deployment and Documentation Note
The Full Version currently contains all 30 fully functional modifiers. To roll out the package as efficiently as possible, the product listing is being updated sequentially with detailed clips, parameters breakdowns, and text documentation.
Because of this the toolkit is currently available at an early-bird price of €8. Once full visual documentation is uploaded for all 30 nodes, the price will permanently move to its final retail value of €16.
Feedback, bug reports, and feature requests are highly welcome. Please feel free to share your thoughts or any tools you would like to see added to the utility suite in this thread.
Some GN groups are really useful like the uv_project, the sweep and the window generator.
Watching your tech preview video I have a suggestion about the production examples…In my opinion you should explain more in depth the contribution of your GN groups on that models. In my opinion is not so easy to understand.
I completely agree with you about the examples. My idea here was to include something different than planes and cubes and did not want to clutter the video with more text, so I quickly added some random examples without any explanation about the node groups contribution.
All the included examples are heavily dependent on poly_peak, poly_border and selection_by_direction node groups.
The first one with the card is fully procedural, it depends on 10 different NGs - I’ll probably clean it up and share it at some point.
The university building (the yellowish one with the dome) uses the window_frame generator and is also very procedural. Most of the details are made of simple polygonal planes with a lot of modifiers on top of them. Here is a random element selection and its modifier stack:
Your idea is good and this is just my point of view:
if you want to show several models made with the help of your addon, you could take one of them and, disabling the modifier and re-enabling them, you could show how much contribution comes from … in this way, the user is watching could say “oh, nice…what a powerful tool” and then you could do a fast and quick show or many models.
or..
you could make a tech preview video and then one video more focused on show the addon contribution for several models…
I really like your point of view!
It is clear that I suck at video editing, so I’m taking a note of your ideas.
Disabling the modifiers suggestion is great, so I may have to add it and update the video.
My goal for this project, apart from small updates and bug fixes, is to slowly add more images, videos, examples, and blender files, as some of the modifiers currently lack clear documentation.
Updated the initial overview video to better highlight how the node groups contribute to the production examples (based on @marcatore’s feedback). You can watch the new version here: https://www.youtube.com/watch?v=CdjgYa_0Sak(Note: I am unable to edit the thread’s original top post, but the link is fully updated on the Gumroad product page).
Added 2 nodes that were accidentally missing from the initial Core Version release:
selection_by_edge_angle
selection_by_topology
Prepared example files to demonstrate practical use-cases and workflows:
This example demonstrates how to combine poly_peak and poly_border with other utility modifiers to build a simple, procedural, modifier-based window frame using node groups only from the Core Version. While it does not include the full feature set of the dedicated window_frame generator, it easily handles many basic cases.
The fully procedural credit card example shown in the overview video. It combines native Blender modifiers with the utility tools from this suite to create a completely adjustable asset. It showcases how to clean up geometry following a Boolean operation, and demonstrates how to use poly_border to create clean supportive edges and correct shading normals.
A generic architectural visualization model showcasing how to generate wall details directly from flat, planar models. The Core Version of this example utilizes the procedural window frame setup detailed above.
Note: All examples rely on linked node groups. To view the files correctly, ensure you have downloaded the corresponding toolkit version. The easiest transition method is to use Blender’s “Find Missing Files” utility, point it to your local asset directory, save the file, and reopen it.