Sorcar - Procedural modeling in Blender using Node Editor

Sorcar (v3.2)

Procedural modeling in Blender using Node Editor


Documentation (Wiki):

Intro & Tutorials:


Trello (Project Tracker):


Sorcar is a procedural modeling node-based system which utilises Blender and its Python API to create a visual programming environment for artists and developers. Heavily inspired by Side-FX Houdini, it presents a node editor with a variety of modular nodes to make the modelling workflow easier and fast. Most of the nodes are blender internal operations (bpy.ops.mesh/object) which also makes it easier for frequent blender users to manipulate geometry. It helps the users to quickly create 3D models and control node parameters to generate limitless variations in a non-destructive manner. It also provides the users to view and edit mesh on any stage of the node network independently, with realtime updates.

Latest Release (v3.2.0)

Requirement: Blender 2.80 or later


Basically, you’re recreating grasshopper in Blender.

If you manage to pull that off, it will be amazing. It’s already amazing of course, this just will be MOAR amazing.

Keep up the good work !


This project is a total masterpiece! Is huge new workflow. Thank you


this is soo great! really


Excellent work ,:smiley:
Any plans to add random scale /rotation/location /extrude etc…

what is the difference between ?


I think sverchok is more low level operations , and you need to understand several mathematic concepts, for example in procgen mod you can just select a bunch of faces and apply them an operation, extrude, inset, bevel, etc, and that list of faces will be stored in a node, just like in houdini sops where you select the faces and apply the node operation and make groups to work on them lately, , it’s very intuitive it is more a like a procedure so to speak.

I’m not an expert in sverchok but that was the feeling that I had, jut like when you dive in houdini vops, so low level


Yeps, random nodes are on the way :wink:.
But it will be a while (maybe a week) before I finish off creating the modifier nodes (Remesh, Skin, Mirror, Curve, Cast, SimpleDeform, …)


It’s actually a great addon with much more advanced features than ProcGenMod (as of now), but personally I found it a bit odd to attach each of the component pins (faces, vertices, edges) over and over when adding nodes. That’s why I created nodes with single output pins (as in Houdini).

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we need a " blender engine " so we can export that and use it in game engine, just like with houdini :stuck_out_tongue:


yes, and export that as phyton code to make an addon, imagine if people without programming skills would be able to create scripts and export them as an addon for blender and put them on the ui, just like houdini and HDAs!! a blender engine would be so amazing as well!

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Dupliverts and duplifaces /Instances can this be done in the future

What about @Jacques_Lucke “everything node project”?
Shouldn’t you guys get in touch to avoid possible double work?


Wow! This is amazing.

Out of curiosity, can this system be used to make something similar to Zbrush’s Insert Mesh brushes? I’ve got a project coming up where I’ll need to make a lot of repeated shapes (belts with buckles) and was thinking it would be amazing if I could use something like what Zbrush has where you can set up a Start > Middle > End mesh and it will repeat the middle part for as far as you draw the curve/spline. I couldn’t find anything like that for Blender but this seems like it might have a chance. Am I wrong?

Take a look to mifttools : MifthTools Addon for the moment only Blender 2.79b

EverythingNodes is an awesome project, and I can’t wait for it to be released. Hopefully, @Jacques_Lucke can create an automated system of creating nodes as opposed to the manual work I’ve been doing for the last month :pleading_face: Also, he mentioned that he was planning to bring modifiers to nodes, which I already have completed, so there may be a slight overlap of functionality of the addon.
As to getting in touch with him, I’ll send him an email and ask for his views on this.


You don’t need anything other than Array and Curve modifiers (not even ProcGenMod). You can select the “Start Cap” and “End Cap” mesh in the array modifier and select the spline in the curve modifier.

EDIT: But to answer your question, you CAN use this system to create belts with buckles :stuck_out_tongue_winking_eye:

omg, how did I miss those?! I’m a total dork. :frowning: Thank you!!

Hello aachman98 , I have a feature request if it’s possible … to automatically apply the modifiers for further operations on the resulting topology , let’s say that i want to bevel a particular edge that results from a boolean operation. would it be possible ? also would be nice to create a node group , and to create references between values in diferent nodes, i´ve tried to add a driver from one value socket to another but it doesn’t work.

i’ve seen you added new nodes , that’s great man!!