
Create a destructible building procedurally with geometry nodes, using a slab foundation and instance duplication for floors, while controlling damage, height, and textures.
Generate external columns from the building mesh by converting the outline to a curve, sampling points, and instancing column geometry while maintaining corner points and a constant radius.
Master geometry nodes part 2: add interior walls by extruding subdivided inner geometry, deleting outer edges, and randomly removing walls to form rooms, with adjustable height and shading.
Duplicate the inner wall outline, extrude edges upward to half the floor height for outer walls, merge geometry, and label frames as outside walls, slabs, and columns.
Learn to create building glass windows with geometry nodes by converting outlines to curves, resampling for even edges, adding glass via curve-to-mesh, and fixing orientation before damage and rebar prep.
Realize the building’s instances to form an enclosing mesh with a convex hull, then distribute points on faces and use a distorted icosphere to boolean cut damage.
Use geometry nodes to separate each section into named groups and apply booleans to prevent gaps, preview, and adjust seed and size to control damage across slabs, walls, and columns.
Explore how to refine glass damage using the proximity geometry node, triangulation, noise textures, color dodge, and delete operations to push back damage and reveal frame details.
Learn to generate extra debris along river and slabs in geometry nodes by creating configurable debris shapes, instancing, extruding, and randomizing placement and orientation with vector math.
Unwrap the slab using edge-angle seams in the UV editor, store UVs as a 2D vector, and override the UV map for clean results.
Learn to create glass and other materials in geometry nodes, using cycles and environment textures, add random colors to windows, and manage materials with capture and set material workflows.
Explore a customizable missile generator in geometry nodes, adjusting flame size, body length and radius, fin distribution, roll speed, shake, and shockwave for diverse designs.
Design a missile body using geometry nodes by shaping curved line with a circular profile, controlling length and radius, and blending a pointy or rounded head with a float curve.
design the missile tail by adding fins, adjusting the radius and length, and storing ends attributes to keep the head radius aligned with the curve using geometry nodes.
Learn to add fins to the missile tail by controlling fin distribution and spacing, using delete nodes, boolean operations, edge selection, modulus-based indexing, extrusion, and flip mesh for proper orientation.
Add wings to the missile by reusing the fins technique to isolate opposite edges. Convert to curves, separate splines by index, and shape with trim and gradient controls.
Set up materials and uv maps for the body and fins using store named attribute. Unwrap uv with seams and view overlays in Blender 4.5+.
Set up body materials with image textures and UVs in a principal shader, add scratches and metal via grunge textures, and tune roughness with a color ramp and math node.
Delete edges with two faces and zeros, convert the ring to a curve and back to mesh, then shape with noise, a normal map, and displacement to form flame.
Create a fire material in Blender using geometry nodes, building a gradient with color ramp and noise, and blend transparency with emission for realistic flames in Eevee.
Explore how to create a procedural scene with geometry nodes, featuring cylinders pushed out, parameters to adjust, a project file reference, and shader-driven displacement animation.
Set up sun-like geometry in geometry nodes by turning curved lines into cylinders and applying animated displacement with noise. Expose speed and control randomness per cylinder for future outward-fire coordinates.
Set up the fire animation by mapping gradient coordinates from the curve’s spline, capturing y and x data to drive noise-based displacement.
Create a fire shader in Eevee using a noise texture driven by attribute coordinates, animated by frame math, with a fiery gradient and edge masking to soften boundaries.
Learn to build a surface shader with a switch menu between surface and fire, using geometry nodes, noise textures, color ramps, and per-point noise for realism.
Start creating your own Geometry Nodes generators—and turn your creativity into a product you can sell on platforms like Gumroad and Superhive. Whether you want to build tools for other artists or streamline your own workflow, this course will show you how to dive deeper into the world of proceduralism and start building assets that work smarter, not harder.
Season 2 is designed to take your Geometry Nodes skills to the next level. You’ll learn how to create generators that are not only powerful and customizable but also truly production-ready. From procedural building systems and scatter setups to animation rigs and stylized effects, every lesson is built around practical, real-world use cases that you can apply directly to your projects—or package and sell to others.
Proceduralism is no longer optional—it’s reshaping how 3D is done across industries. Learning to master it won’t just make you faster; it opens the door to new creative workflows and even new income streams as you design tools that others can use.
And just like Season 1, this course is alive and growing. New sections will be added over time, covering fresh workflows, updated Blender features, and brand-new generators. That means you’re not just enrolling in a course—you’re joining an evolving resource you’ll return to again and again.
Whether you’re building tools for yourself or creating assets for a marketplace, Master Geometry Nodes: Season 2 will give you the knowledge, confidence, and flexibility to take full control of your procedural projects—and turn them into something truly valuable.