SciFi Kitbash Building GeneratorDocumentation · Geometry Nodes modifier for Blender 4.2+ · v1.0

1Files and requirements

FileWhat it is
SciFi_Kitbash_Generator.blendThe SciFi_Kitbash_Building node group (marked as an asset), the materials with packed textures, and three scenes: Start Here, Presets and Showcase Grid.
blender_assets.cats.txtAsset catalog, so the node group appears under SciFi Kitbash in the Asset Browser.
Documentation.pdfAn illustrated version of this page.
README.txt, LICENSE.txt, CREDITS.txtShort guide, license and texture credits.

Requires Blender 4.2 LTS or newer; tested with 4.2.3, 4.5 LTS and 5.2 LTS. There is nothing to install: the generator is a plain Geometry Nodes node group, with no add-on and no Python.

2Quick start

  1. Open SciFi_Kitbash_Generator.blend. The Start Here scene contains a ready building.
  2. Select SciFi_Building and open the Modifier tab (wrench icon) in the Properties editor.
  3. Change Seed. Every value is a completely new building.
  4. Press F12 to render with Cycles.
The Start Here scene with the SciFi Kitbash modifier open in the Properties editor

The other scenes in the file are Presets (six ready configurations) and Showcase Grid (fifteen buildings).

3Use it in your own files

Option A: Asset Browser (recommended)

  1. Edit › Preferences › File Paths › Asset Libraries › +, and choose the folder that contains the .blend file.
  2. In any file, select an object, then Add Modifier › SciFi Kitbash › SciFi_Kitbash_Building. You can also drag the node group from the Asset Browser onto an object.
  3. Set the Asset Browser import method to Append if you want a fully local copy, for example to share the file.

Option B: Append

  1. File › Append › SciFi_Kitbash_Generator.blend › NodeTree › SciFi_Kitbash_Building.
  2. Add Modifier › Geometry Nodes and pick the node group. The materials and packed textures come with it.
The modifier ignores the input mesh. The building is generated at the object's origin, so any object works (a plane, a single vertex), and you can move, rotate and scale it freely.

4Parameters

ParameterDefaultWhat it does
Seed0Random seed. Every value gives a completely different building.
Blocks6Number of main mass blocks: overall size and complexity.
Height2.2Height of the main tower in meters; the other blocks scale with it.
Spread1.0How far attached blocks reach out from their parent block.
Panel Fill0.85Chance that a wall panel receives a detail (vents, windows, doors, plates…).
Window Bays0.7Chance of boolean-cut window bays on each block.
Boolean Cuts0.65Chance of corner notches and sloped roof cuts on each block.
Modules0.4Density of secondary kitbash boxes on walls, undersides and roofs.
Micro Detail1.0Density of tiny greebles: bolts, brackets, small pipes and vents.
Antenna Density1.0Antennas, dishes and rooftop equipment.
Pipe Density1.0Hanging pipes, columns and wall pipes.
Railings0.45Chance of railings around roof edges.
Light Strips0.5Chance of emissive light strips under ledges.
Smooth Angle0.7Auto smooth angle in radians; sharper edges stay hard.
Low and high values of Blocks, Modules, Micro Detail and Height side by side

5Presets

The Presets scene holds six ready configurations: Tower, Sprawl, Compact, Clean, Greebled and Night Lights. Start from the one closest to what you need, then change the Seed.

To use a preset on your own object, select your object, then the preset object last, and use Object › Link/Transfer Data › Copy Modifiers.

The six presets: Tower, Sprawl, Compact, Clean, Greebled and Night Lights

6Materials and looks

SlotDefault materialUsed for
HullKitbash_HullMain surfaces: cream painted metal (PaintedMetal012 + Concrete034)
DetailKitbash_DetailPipes, antennas, railings and dark parts (Metal029)
DeckKitbash_DeckRecessed roof floors and solar panels (MetalPlates001)
GlowKitbash_GlowWindow glass, lit at random per window (emission)
SignalKitbash_SignalRed lamps on antenna tips (emission)
StripKitbash_StripCyan light strips, hatch rings and indicator lights (emission)
Fifteen buildings in the clay look

7Rendering

Cycles is recommended. The materials use the Bevel and Ambient Occlusion shader nodes, which are Cycles features. EEVEE works too, but without the rounded-edge highlights.

For clean isometric shots, use the orthographic camera from the Start Here scene.

8Building a city

Fifteen textured buildings with different seeds

9Performance

10Export to games and other software

  1. Object › Apply › Visual Geometry to Mesh (or apply the modifier).
  2. Export as FBX, OBJ or glTF.
The generated mesh has no UV map. For game engines, run UV › Smart UV Project after applying, or use triplanar materials in your engine.

11How it works

The building is generated in three levels of kitbashing, all inside the node tree, with no external meshes, add-ons or scripts.

  1. Mass blocks grow from the main tower or from each other, with rounded or chamfered corners, plinths and ledges. Boolean cuts carve window bays, corner notches and sloped roofs.
  2. Modules, chamfered boxes of six shapes, are placed on wall cells, undersides and roofs.
  3. All vertical faces are split into a panel grid. Each panel gets a detail scaled to fit it exactly, and micro greebles are scattered on top.

Ray casts remove details that would end up inside another block or under an overhang.

Seven stages: mass blocks, boolean cuts, kitbash modules, panel details, micro greebles, antennas and pipes, materials and lights

12FAQ

Do I need to install an add-on?

No. It is a plain Geometry Nodes node group.

The building is grey, without textures.

Make sure the six material slots of the modifier are filled (they are by default). In Solid view, set Viewport Shading › Color to Material.

Can I use the buildings commercially?

Yes: renders, films, games and client work are all fine. Reselling or redistributing the generator itself (the .blend file or the node group) is not allowed.

Does it have UVs?

The generated mesh has no UV map. The included materials use box projection; for game export, apply the modifier and use Smart UV Project.

Which Blender versions are supported?

Blender 4.2 LTS and newer. Tested with 4.2.3, 4.5 LTS and 5.2 LTS.

Credits and license

Textures: PaintedMetal012, Concrete034, Metal029 and MetalPlates001 from ambientCG.com (CC0 1.0). Everything else was built procedurally for this product. See LICENSE.txt in the download for the full license.