Cellscape

Grow buildings.
Collapse whole cities.

Cellscape brings two of the most loved procedural techniques into Blender: MarkovJunior, which grows castles, temples and towers by rewriting a grid rule after rule, and Wave Function Collapse, which fills a street plan with terraced, walkable cities that can be extended forever.

187 MarkovJunior models 52 in 3D Build animation 16 WFC tilesets 10 city styles Infinite cities Build by clicking Blender 4.2 – 5.2
The word CELLSCAPE spelled with buildings in the middle of a generated classical city at golden hour
187procedural models
16original models
16WFC tilesets
10city styles
∞extendable cities
0dependencies
New in 1.11 · Build by Clicking

Build a city by clicking.

Click to raise buildings and storeys, drag for whole rows, Ctrl for gardens, Alt for canals – Wave Function Collapse solves the city again around every click, in all ten styles.

Watch on YouTube ↗

Video tutorial · 3 minutes

See it all in three minutes.

Install the extension, grow a building and replay it with the Build Animation, give it a look, then grow a city in ten styles – step by step, in the real Blender interface.

Watch on YouTube ↗

Live demo · runs in your browser

Watch a building write itself.

This is Cellscape's own MarkovJunior interpreter, running right here. Pick a model, press New seed and watch the rules rewrite the grid, step by step, into a pagoda, a castle or a whole town. Drag to orbit, scroll to zoom.

Same seed, same building. The demo uses the same interpreter and random generator as the add-on: type a seed here and Blender builds the identical model.
21 of 187 models. ModernHouse with its two Wave Function Collapse passes, all 16 original Cellscape buildings and four classics. The add-on runs every model, in 2D and 3D, with materials and live preview.
The rule at work is shown at the bottom left: B W → V W means "wherever a B sits next to a W, turn it into a V".
Two generators, one add-on

From a single tower to an endless city.

Eight 3D MarkovJunior voxel models: castle, pagoda, mosque, temple, lighthouse, village, windmills, floating island
Models

MarkovJunior

Small rule programs that grow a structure from a seed: castles with moats, multi-tier pagodas, mosques with minarets, lighthouses, skyscrapers, favelas, ruins – plus every maze, dungeon, cave and river of the original MarkovJunior collection. Built as clean, optimised meshes with ready-made materials.

A terraced classical city with domes, balustraded roof terraces and stairs at golden hour
WFC City

Wave Function Collapse

A street plan with lanes, avenues, squares and courtyards, solved block by block with modules that fit on every side: stairs climb onto roof terraces, bridges cross the lanes, arcades run under the houses. Extend it in any direction, or let it grow around your view.

MarkovJunior in 3D

52 voxel models, 16 of them new.

Every 3D model of the original MarkovJunior repository runs inside Blender, together with sixteen architectural models written for Cellscape: Castle, Village, Pyramid, City Block, Downtown, Lighthouse, Skyscraper, Favela, Floating Island, Pagoda, Temple, Ruins, Mosque, Refinery, Woodland and Windmills.

  • Gallery with a preview of every model, categories and search
  • Live preview: the model grows in the viewport while Blender stays responsive; Esc stops it
  • Variations: a row of seeds side by side, ready for an asset library
  • Greedy meshing and merged vertices: up to 90 % fewer polygons
  • Export to MagicaVoxel .vox
Castle model growingCastle
Pagoda model growingPagoda
Mosque model growingMosque
Temple model growingTemple
Lighthouse model growingLighthouse
Village model growingVillage
Windmills model growingWindmills
Downtown model growingDowntown
Build Animation

One click, and it builds itself.

Select a generated model and press Build Animation. Cellscape replays the run and records the step at which every voxel got its final colour: voxels drop in from above, glow as they land and settle – in the order the rules placed them.

  • A live Geometry Nodes setup, not baked keyframes
  • Change length, fade, drop height, glow and voxel gap at any time
  • Renders in EEVEE and Cycles, perfect for intros and turntables
MarkovJunior in 2D

135 flat models, tiles or pixels.

Mazes, dungeons, caves, rivers, circuits, flowers and growth patterns – each one a small MarkovJunior program, including the overlap and tile Wave Function Collapse, ConvChain and search-based models.

  • Tiles: one thin voxel tile per cell, editable geometry for level layouts
  • Image plane: a pixel-exact texture, fast even for huge grids
  • Use a 2D result as a floor plan, a texture or a game map
Flowers modelFlowers
River modelRiver
Nystrom dungeon modelDungeon
Circuit modelCircuit
Forest modelForest
Maze growth modelMaze Growth
Sewers modelSewers
Keys modelKeys
WFC City

Cities you can walk through.

Before Wave Function Collapse places a single module, Cellscape lays out a street plan: lanes and tree-lined avenues at irregular intervals, squares with fountains, gardens and courtyard blocks. Every block draws its own height and roof family, so no two blocks look alike.

Close view of a classical terraced city: copper domes, balustrades, stairs between terracesClassical City
Street-level view down a lane between arcaded stone buildingsStreet level
A city block with a garden and courtyard, shown as a dioramaBlocks, gardens, courtyards

Real architecture

Terraces with balustrades, stairs, bridges, porticos, arcades, balconies, round towers with domes, hip and gable roofs that fit any footprint.

Infinite

Solved chunk by chunk with fixed borders: extend in ±X / ±Y without seams, or switch on Explore and the city grows around your view.

Regions

Drop a box and allow or forbid tags inside it – only parks here, no towers there – then regenerate just that region.

Real trees

Trees grown by a branching tree generator – street trees, cypresses, umbrella pines, cherry blossom. No lollipops.

Your own modules

Model tiles in a 1 × 1 × 1 cell; sockets are read from the faces automatically. Weights and rotation per module.

Bake & export

A city is one light point cloud instanced by Geometry Nodes. Bake it to a mesh, or export GLB / FBX for game engines.

Ten styles

One generator, ten cities.

Each style has its own modules, materials, trees and street plan: the Japanese town stays low, Cyberpunk and Brutalist build high, the Tree City is full of gardens, the Desert has large bazaar squares.

Classical City generated by Cellscape: stone, copper domes and balustraded roof terraces at golden hour
Classical CityStone, copper domes and balustraded roof terraces at golden hour
Mediterranean Canal City generated by Cellscape: pastel houses, canals with quays and bridges
Mediterranean Canal CityPastel houses, canals with quays and bridges
Japanese Old Town generated by Cellscape: timber frames, curved tiled roofs, pagodas, cherry trees
Japanese Old TownTimber frames, curved tiled roofs, pagodas, cherry trees
Dark Gothic City generated by Cellscape: pointed arches, buttresses, spires and lit windows at dusk
Dark Gothic CityPointed arches, buttresses, spires and lit windows at dusk
Desert Palace and Bazaar generated by Cellscape: horseshoe arches, onion domes, market stalls, palms
Desert Palace & BazaarHorseshoe arches, onion domes, market stalls, palms
Cyberpunk Megacity generated by Cellscape: neon towers in the night haze
Cyberpunk MegacityNeon towers in the night haze
Steampunk Industrial City generated by Cellscape: brick factories, copper pipes, clock towers
Steampunk Industrial CityBrick factories, copper pipes, clock towers
Space Colony generated by Cellscape: habitats, glass tubes and landing pads
Space ColonyHabitats, glass tubes and landing pads
Fantasy Tree City generated by Cellscape: houses around giant trunks, rope bridges
Fantasy Tree CityHouses around giant trunks, rope bridges
Brutalist Dystopia generated by Cellscape: board-marked concrete megastructures
Brutalist DystopiaBoard-marked concrete megastructures

Plus six more tilesets: Voxel City, Kenney City (CC0), Modern City, Dungeon, Space Station – and your own collection.

New in 1.11 · Build by Clicking

Click a city into shape.

Start an empty city, or open one you generated, and build it with the mouse. A click raises a building or adds a storey, a drag lays a whole row, Ctrl paints gardens, Alt digs canals, right-click takes storeys away. After every click Wave Function Collapse solves the cells around it again, so walls, windows, doors, roofs, terraces, stairs and streets adjust themselves – in a few milliseconds.

A Classical City built by clickingClassical
A Mediterranean Canal City built by clicking, with a canalMediterranean
A Japanese Old Town built by clickingJapanese
A Dark Gothic City built by clickingDark Gothic
A Desert Palace and Bazaar built by clickingDesert Palace
A Cyberpunk Megacity built by clickingCyberpunk
A Steampunk Industrial City built by clickingSteampunk
A Space Colony built by clickingSpace Colony
A Fantasy Tree City built by clickingFantasy Tree
A Brutalist Dystopia built by clickingBrutalist
Looks

From flat colour to night lights.

The Look panel shades every result with one click, and Setup Scene adds sky, sun, soft shadows and AgX colour management – by day or by night.

  • Flat: one colour per voxel symbol, the fastest
  • Palette: one shared palette texture with themes (Autumn, Winter, Gothic, White City, Night) and glowing windows; load your own .gpl / .csv palette
  • Detailed: procedural brick, stone, wood, glass and foliage with bevels, window frames, grass tufts and leafy crowns
  • WFC cities ship with PBR textures (CC0) packed into the file
A terraced classical city with copper domes in warm golden hazeBy day
A gothic city at dusk with lit windowsAt dusk, windows lit
Overview

See it in motion.

Cellscape's WFC City panel in Blender next to a generated classical city
Specifications

Made for Blender.

Blender
4.2 or newer, tested on 4.5 LTS and 5.2
Installation
Extension zip, drag & drop
Dependencies
None – pure Python and NumPy
Where
3D Viewport › Sidebar (N) › Cellscape
Performance
Generation runs in the background; Blender stays responsive
Output
Regular objects: edit, render, export

What's included

  • The add-on with 187 model presets and 16 WFC tilesets
  • CC0 textures (ambientCG) and the Kenney City Kit (CC0)
  • Full documentation – also online
Credits & licences

Cellscape is released under the MIT licence. Results you generate are yours to use, including commercially. MarkovJunior © 2022 Maxim Gumin (MIT) – the original models, tilesets and samples are included with their licence. Kenney City Kit by Kenney (CC0). Textures by ambientCG (CC0). The web demo uses three.js (MIT).

Start growing your city.

Install, press N, pick a style and press Generate.