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.

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.
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.
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.
B W → V W means "wherever a B sits next to a W, turn it into a V".
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 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.
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.
.vox
Castle
Pagoda
Mosque
Temple
Lighthouse
Village
Windmills
DowntownSelect 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.
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.
Flowers
River
Dungeon
Circuit
Forest
Maze Growth
Sewers
KeysBefore 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.
Classical City
Street level
Blocks, gardens, courtyardsTerraces with balustrades, stairs, bridges, porticos, arcades, balconies, round towers with domes, hip and gable roofs that fit any footprint.
Solved chunk by chunk with fixed borders: extend in ±X / ±Y without seams, or switch on Explore and the city grows around your view.
Drop a box and allow or forbid tags inside it – only parks here, no towers there – then regenerate just that region.
Trees grown by a branching tree generator – street trees, cypresses, umbrella pines, cherry blossom. No lollipops.
Model tiles in a 1 × 1 × 1 cell; sockets are read from the faces automatically. Weights and rotation per module.
A city is one light point cloud instanced by Geometry Nodes. Bake it to a mesh, or export GLB / FBX for game engines.
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.










Plus six more tilesets: Voxel City, Kenney City (CC0), Modern City, Dungeon, Space Station – and your own collection.
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.
Classical
Mediterranean
Japanese
Dark Gothic
Desert Palace
Cyberpunk
Steampunk
Space Colony
Fantasy Tree
BrutalistThe 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.
.gpl / .csv palette
By day
At dusk, windows lit
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).
Install, press N, pick a style and press Generate.