Crystal Forge - Procedural Crystal Generator For Blender

Orbbit Tools in Presets


Crystal Forge — User Guide

Crystal Forge makes stylized, flat-faced crystals inside Blender: single shards, whole clusters and cut gems. Everything is procedural and stays editable: change a setting and the mesh is rebuilt on the spot. The result is a clean mesh (closed, planar faces, mostly quads), ready for a game engine.

By Orbbit Tools. Blender 5.2 or newer.


1. Install

  1. Download crystal_forge-1.0.0.zip.
  2. In Blender: Edit › Preferences › Get Extensions, open the menu at the top right and pick Install from Disk…, then choose the zip.
  3. Open the 3D Viewport sidebar (N) and go to the Crystal Forge tab.

If you had an older build installed, remove it first.

2. Quick start

  1. In the Crystal Forge tab, click New Shard, New Cluster or New Gem. The crystal appears at the 3D cursor. (With a crystal selected, the same buttons read + Shard, + Cluster and + Gem.)
  2. Open Presets and pick one. Presets change the shape but keep the seed.
  3. Tweak the settings. The mesh updates as you drag.
  4. Click the ↻ button next to Seed for a new random variation of the same settings.

A crystal is a normal mesh object. You can move, rotate, scale and duplicate it like any other. If you enter Edit Mode, the crystal stops updating until you go back to Object Mode (and any change to a setting rebuilds the mesh, so manual edits are lost).

3. The panels

The tab has two panels:

  • Crystal Forge — the crystal itself: the active crystal, presets, the New buttons and the base settings (Shape, Size, Spawn Zone, Main Crystal, Crystals, Details, Variation).
  • Extras — optional layers on top: Finish, Branching (clusters only) and Damage. They start closed. A dot (●) in the header means the extra is in use, even when the panel is closed (for example after picking a preset that turns it on).

Settings that do nothing with the current values are hidden. For example, Stack Height only appears when Stacking is above 0, and the damage controls appear when some damage is on.

4. Shard

A single crystal: a prism body with a tip on top and a base (or a second tip) at the bottom.

Shape

Setting What it does
Section Shape of the body's cross-section. Options: Regular, Irregular
Tip Top end. Options: Pyramid, Bevel, Multiple, Faceted, Rounded
Base Bottom end. Options: Flat, Broken, Double Tip
Bottom Tip Type of the bottom tip on a double tip. Options: Same as Tip, Pyramid, Bevel, Multiple, Faceted, Rounded
Sides Number of sides of the cross-section
Bends Extra rings that bend the side faces into segments (0 = straight body)
Resolution More polygons for more complex shapes: extra rings smooth the width profile and the rounded tip gets more bands (1 = low-poly)
Chamfer Cuts the vertical edges with narrow faces: each edge randomly picks whether it gets a chamfer and how big (0 = none)

Size

Setting What it does
Length Total length of the shard
Thickness Radius of the cross-section at the base
Flatten Ratio between the narrow and the wide side of the cross-section (1 = not flattened)
Tip Length Tip length as a fraction of the total length
Base Length Bottom tip length as a fraction of the total length; together with Tip Length it sets where the widest part of the crystal is
Taper Scale of the top cross-section relative to the base (above 1 = wider at the top)
Bottom Width Profile: body width at the bottom (multiplies Thickness, on top of Taper)
Middle Width Profile: body width at the middle height
Top Width Profile: body width at the top
Middle Height Profile: height of the body where Middle Width applies

Details

Setting What it does
Corners Fraction of beveled corners (tip, shoulder, base and rings), like Ctrl+Shift+B
Edges Fraction of top and base edges beveled along their whole length
Slivers Slanted cuts that taper along the body edges
Size Size of the details relative to the crystal thickness
Facets Splits large faces into facets at slightly different angles, like hand carving (more passes with Resolution)

Variation

Setting What it does
Seed Random seed: same seed, same mesh
Irregularity Cross-section jitter, tip offset and variation of the cuts

Shard presets

Preset Description
Quartz 6-sided prism with bends, a sharp tip (~20-25° from the axis), wider at the top
Faceted Quartz Chunky egg-shaped crystal with bends and a kite-faceted tip
Column Flattened 4-sided column with an almost flat beveled top (~65-70° from the axis) and beveled corners
Pillar Obelisk: square section, tapering upward and ending in a short pyramid tip
Rough Crystal Narrow at the bottom, wide in the middle and tapered at the top, faceted double tip and lots of details
Needle Thin, flat blade tapering to a long tip (ice fans)
Egg Chunky crystal with a rounded, many-faceted dome on top
Jade Long 6-sided prism with both ends rounded
Carved Crystal Large, chunky crystal with its faces split into facets, like hand carving
Broken Quartz Battered faceted quartz: crushed tip, a hammer blow with cracks and the broken piece lying next to it
Monolith Tall 8-sided stone, slightly bulging, with a rounded top (menhir, runes)

5. Cluster

Many shards grouped in one object. Think of it like a particle system: the Spawn Zone says where the crystals grow from, Main Crystal is the hero in the center, Crystals are the others, and Variation says how they lean.

Each crystal is its own closed piece and the pieces overlap. That is the usual setup for a static mesh in a game engine. If you need a single closed shell, use Finish › Merge.

Spawn Zone

Setting What it does
Count Number of crystals, including the main one
Radius Radius of the zone where the crystals grow from
Elongation Shape of the zone: 1 = circle, lower = ellipse (veins, fissures)
Spread 0 = packed in the center, 1 = spread out to the edge
Evenness 0 = random positions (they bunch up), 1 = evenly spaced
Stacking Fraction of crystals that grow out of a bigger crystal instead of the ground: compound crystals and piles
Stack Height How high on the parent's body stacked crystals can grow from (0 = near the base, 1 = up to the tip)
Embed Parallel growth with Stacking: how deep the prisms sink into their parent (0 = barely touching, 1 = half the prism inside)
Floating No ground: the crystals get double tips and the whole group floats (the origin is at the lowest point)
Remove Hidden Drops crystals that end up fully inside others (geometry nobody sees)

Main Crystal

Setting What it does
Use Main Crystal The center crystal is a hero with its own settings; when off, it comes from the same distribution as the rest
Style Shard preset for the main crystal. Options: Quartz, Faceted Quartz, Column, Pillar, Rough Crystal, Needle, Egg, Jade, Carved Crystal, Broken Quartz, Monolith
Length Length of the main crystal
Thickness Radius of the main crystal
Tip Tip type of the main crystal. Options: From Style, Pyramid, Bevel, Multiple, Faceted, Rounded
Tip Length Multiplies the tip length of the main crystal's style
Tilt Tilt of the main crystal from the vertical (random direction)

Crystals

Setting What it does
Style Shard preset for the secondary crystals. Options: Quartz, Faceted Quartz, Column, Pillar, Rough Crystal, Needle, Egg, Jade, Carved Crystal, Broken Quartz, Monolith
Length Length of the largest secondary crystal
Thickness Radius of the largest secondary crystal
Small Thickness 0 = thin, in proportion to their length, 1 = as thick as the largest one (blocky)
Min Size Length of the smallest crystal relative to the largest secondary
Gradation 0 = sizes drop quickly, 1 = they drop slowly (even heights)
Tip Tip type of the secondary crystals. Options: From Style, Pyramid, Bevel, Multiple, Faceted, Rounded, Mix
Tip Length Multiplies the style's tip length (higher = pointier)
Variety How much each crystal's shape varies from the style: sides, taper, flatten, bends, chamfer, section and thickness (0 = all the same)

Details

Setting What it does
Corners Fraction of beveled corners on each crystal, like Ctrl+Shift+B
Edges Fraction of top and base edges beveled along their whole length
Slivers Slanted cuts that taper along the body edges
Size Size of the details relative to each crystal's thickness
Facets Splits each crystal's large faces into facets at slightly different angles
Resolution Resolution of every crystal: smoother profiles and rounded tips with more bands (1 = low-poly)

Variation

Setting What it does
Seed Random seed: same seed, same mesh
Growth How the secondary crystals are oriented. Options: Fan, Columnar, Parallel, Radial
Opening Maximum tilt of the secondary crystals from the vertical
Irregularity Variation in sizes, tilts and the shape of each crystal

Cluster presets

Preset Description
Quartz Druse Quartz crystals growing from almost the same spot and fanning out
Druse with Hero A thick, chunky faceted crystal in the center surrounded by assorted quartz
Mixed Druse Druse of faceted quartz with mixed tips and lots of shape variety
Columns Almost parallel columns with staggered heights
Open Columns Fewer columns, taller and leaning out more
Carved Druse Chunky crystals with faceted faces around a carved hero
Ice Fan Many thin needles growing from a strip and fanning out until almost lying flat
Leaning Bundle Compound crystal: a leaning hero with parallel prisms of different lengths attached
Floating Bundle Double-tipped crystals floating in a fan around a hero, at different heights
Parallel Needles Tall, sharp blades growing together in parallel around a bigger one
Urchin Short crystals pointing in every direction from one spot, resting on the ground
Floating Star Double-tipped crystals crossing at the center and pointing in every direction
Rocky Pile Rough, thick crystals piled on top of each other
Broken Druse Druse of faceted quartz with crushed tips, impacts, cracks and debris on the ground
Sliced Cluster A clean slice went through the cluster: every crystal cut at the same height, with the pieces on the ground
Branching Column A column with smaller columns spiraling out of it
Crystal Tree A quartz with upward-pointing branches and twigs on the branches

6. Gem

A cut gem in an icon-like style: an outline seen from above and a cut (facet pattern).

Shape

Setting What it does
Outline Shape of the gem seen from above. Options: Round, Oval, Pear, Marquise, Cushion, Emerald, Princess, Hexagon, Octagon, Trillion, Kite
Cut Facet pattern. Options: Brilliant, Step, Rose, Cabochon, Bipyramid
Sides Resolution of curved outlines (more sides = more facets)
Steps Crown steps on the step cut
Pavilion Shape of the bottom part of the gem. Options: Tip, Mirror, Curved

Size

Setting What it does
Width Width of the gem at the girdle
Length/Width Outline proportions: above 1 stretches it (oval, pear, marquise, baguette)
Table Size of the flat top face relative to the girdle
Crown Height Height of the top part (crown or dome), relative to the width
Pavilion Depth Depth of the bottom part, relative to the width (with Mirror it matches the crown)
Girdle Height of the vertical band between crown and pavilion, relative to the width (0 = no band)
Culet Flat bottom face (0 = ends in a point), relative to the girdle

Details

Setting What it does
Corners Fraction of beveled corners, like Ctrl+Shift+B
Edges Fraction of table and girdle edges beveled along their whole length
Slivers Slanted cuts that taper along an edge
Size Size of the details relative to the gem width

Variation

Setting What it does
Seed Random seed: same seed, same mesh
Irregularity Imperfect cut: shifts the facets of each ring (0 = perfect)

Gem presets

Preset Description
Diamond The classic diamond icon: wide table, low crown and pointed pavilion
Round Brilliant Brilliant with more facets, as a round icon
Oval Oval brilliant with a curved pavilion
Pear Teardrop, the same on both sides
Marquise Navette pointed at both ends, the same on both sides
Cushion Rounded square with a curved pavilion
Princess Square with a diamond-shaped table
Octagon Brilliant octagon
Trillion Brilliant triangle
Emerald Rectangle with cut corners in steps, the same on both sides
Asscher Square emerald with three steps, the same on both sides
Baguette Elongated hexagon in steps, the same on both sides
Hexagon Hexagon in steps, the same on both sides
Octahedron Square-based bipyramid
Kite Elongated rhombus as a low bipyramid
Rose Flat base and a pointed faceted dome
Cabochon Oval with a low-poly dome

7. Extras

Finish

Non-destructive modifiers added to the object. The base mesh is not changed; the modifiers are applied when you export with Apply Modifiers (or with Object › Apply).

Setting What it does
Merge Joins all crystals into one closed mesh without inner faces (Boolean, Exact solver). Slow on large clusters.
Soft Edges Adds a Bevel modifier to every edge, for small highlights on the edges.
Width Bevel width.
Segments Bevel segments: more = rounder edge.
Min Angle Only edges sharper than this get beveled.
Weighted Normals Area-weighted normals: flat faces stay clean with soft edges.

The modifiers are named CF Merge, CF Weld, CF Bevel and CF Normals. Modifiers you add yourself are never touched.

Branching (clusters)

Smaller crystals growing out of the sides of a crystal, like a branching column or a crystal tree. Set Branches above 0 to start; the other settings appear then.

Setting What it does
Branches Number of branches growing out of the main crystal (0 = no branches)
On Secondaries Branches on the secondary crystals too, scaled by their size (0 = main crystal only, 1 = as many as it)
Generations 2 = the branches grow twigs too (fewer and smaller)
Style Shape of the branches: the same as their parent crystal, or a style of their own. Options: From Parent, Quartz, Faceted Quartz, Column, Pillar, Rough Crystal, Needle, Egg, Jade, Carved Crystal, Broken Quartz, Monolith
Distribution How they are spread around the parent. Options: Spiral, Opposite, Random
Angle Angle of the branches from the parent's axis (90° = horizontal)
Length Length of each branch relative to its parent
Thickness Thickness of each branch relative to its parent. It is capped: the base of the branch has to fit inside the parent (on a flat parent or one with few sides, branches come out thinner)
From Where the branches start along the parent's body (0 = bottom)
To Where the branches end along the parent's body (1 = top)

To keep things responsive, a cluster has at most 200 branches and twigs in total (the main crystal's branches come first).

Damage

The broken version of a crystal. Damage is not random marks: every mark has a cause. Something hit it, something heavy fell on it, a blade sliced it, or a claw scratched it.

  • Impacts — side hammer blows coming from the Direction: a crater, sharp cracks running out of it (a star) and sometimes a chipped corner.
  • Crushing — something heavy fell on top: the tips break, more on the tall crystals, all sloping the same way.
  • Slice — a clean cut: one plane takes off everything above it.
  • Slashes — shallow sword or claw marks running across neighboring crystals.
  • Cracks — crooked cracks that taper to a point at both ends, and sometimes branch.
  • Debris — the pieces that the slice and the crushing broke off fall next to the object, lying flat.

The ground contact is never changed: the base stays exactly where it was. Shards and clusters share these settings; Damaged Crystals is for clusters only.

Setting What it does
Impacts Side hammer blows from the Direction, on each damaged crystal (up to 2): a crater of varying shape, sharp cracks running out of it and the odd chipped corner
Crushing Something heavy fell on top: broken tips, more on the tall crystals, all sloping the same way
Slice Chance of a clean slice: a plane that takes off everything above it on the damaged crystals it crosses
Slashes Shallow sword or claw marks running across neighboring damaged crystals (up to 3)
Slash Shape Single, crossed, claw (parallel) or a mix. Options: Mix, Single, Cross, Claw
Cracks Crooked cracks that taper to a point and sometimes branch (wide and shallow, some thin); up to 3 per damaged crystal
Debris What the slice and the crushing break off falls to the side, lying flat without going into any crystal
Direction Where the blow, the fall or the slash comes from
Size Size of all the damage
Variation 0 = all damage the same size, 1 = very uneven
Damaged Crystals Fraction of crystals that break (at 1, all of them): each gets its own impacts, cracks and crushing, and the slice and the slashes only hit these
Damage Seed Changes only where and how it breaks; the shape stays

Damage Seed changes only where and how it breaks: the shape of the crystal stays the same. Use the ↻ button next to it to try other breaks.

Create Broken Version duplicates the active crystal next to it, with the same shape, and turns damage on (a moderate amount, if it had none). Handy for making the intact and broken versions of the same asset.

8. Language

The interface follows Blender's language. It is in English, and in Spanish when Blender is set to Spanish (Edit › Preferences › Interface › Translation).

9. Exporting to a game engine

  • Export as usual (FBX, glTF, …) with Apply Modifiers on, so Finish is included.
  • The mesh has two integer face attributes:
    • facet_id — one number per logical facet. Handy for picking faces or driving materials.
    • crystal_id — which crystal of a cluster each face belongs to (0 = the one in the center).
  • Faces are planar and mostly quads. Damage adds some n-gons and triangles where it cuts.
  • Resolution is a simple way to make LODs: the same crystal with more or fewer polygons.

10. Tips

  • Presets are a good starting point; the seed stays, so you can compare presets on the same variation.
  • Damage takes more time than the rest: a broken cluster takes around a quarter of a second to rebuild. Very large clusters with many branches and heavy damage can take several seconds.
  • The Merge finish uses an exact Boolean and can be slow on big clusters. Turn it on at the end.

11. Troubleshooting

  • The crystal doesn't update — you are in Edit Mode, or the object is linked from another file (the panel shows a message). Linked crystals can't be rebuilt; make them local first.
  • Something went wrong — the details are printed to the system console (Window › Toggle System Console on Windows).
  • Developers — with Preferences › Interface › Developer Extras on, a ✓ button next to the crystal's name runs the quick self-tests.

Crystal Forge is licensed under the GNU GPL v3 or later. © 2026 Orbbit Tools.

$19.99

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Details
Blender Extension Compatible Yes
Published 2 days ago
Blender Version 5.2
Extension Type Add-on
Render Engine Used Cycles, Eevee
License GPL