So… Recently I started working on a procedural destroyed building generator in geometry nodes. The end results looks something like this:
Everything is generated procedurally based off of a plane as the base mesh.
I think so far this is the most complex node system I have ever made:
I started by building the logic behind the building walls, floors and inner rooms. I have base models for each that have a triangulated mesh such as this:
I then instance these in their correct positions to get the basemesh of the house:
After that I scatter the destructive objects on the mesh. In this case these are ico spheres that are displaed with a noise texture. In order to stay away from booleans I now delete the faces of the house mesh that are inside of the icospheres, and then extrude the mesh to add thickness to the walls.
You can even use a custom object as the destructor.
After this it’s really just instancing objects onto this mesh such as the rubble, plants, and furniture.
I have multiple layers of rubble some of which is distributed from the exposed rebar that is hanging from the broken edges.
As for the texturing I have a global control system that adds moss and grunge to everything.
This has not been the first time I have tried making something like this in geometry nodes, however I was always limited by the booleans in blender. With this method I do not need to use booleans to get this look. The main inspiration behind this project is this video by Topchannel1on1: https://www.youtube.com/watch?v=45exbCZBMIc&ab_channel=TopChannel1on1
One downside to this method is the dense geometry that you get, but that might be something that can be changed in the future.
Once I clean up the file I might upload it to Blendermarket for a few bucks alongside a free simplified version on Gumroad.
If u have any questions feel free to ask!























