Nekura Procedural Creature | No-Rig Needed
What are the minimum hardware requirements?
Nekura has been successfully tested for animation (Animation Mode), baking, and rendering on a system equipped with:
Intel i3 (9th generation)
GTX 1070
8 GB RAM
Actual performance may vary depending on scene complexity, render settings, viewport resolution, and the selected Voxel Size values.
Why is the tail not retracting correctly?
Nekura is entirely simulation-based, and during real-time playback Blender may skip frames to maintain viewport responsiveness. Because Tail Delay depends on information from every evaluated frame, the tail retraction may appear inaccurate or delayed while working in the viewport.
To see the correct final behavior, the simulation must be baked. This can also be done while Animation Mode is enabled if you only need to preview the final motion behavior more accurately.
Why do the spikes have rounded tips?
Spike shape is influenced by multiple systems inside Nekura and is not determined only by the Spikes Shape parameter.
The most significant influence comes from Base Motion, which applies smoothing to the surface deformation in order to produce stable procedural motion. When enabled, this smoothing naturally softens the spike tips.
Spike appearance is also affected by:
Voxel Size, Height and Scale. Lower Voxel Size values generally produce sharper and more defined spikes, while higher values result in softer and more rounded shapes.
Does Nekura include UVs?
No, the current version of Nekura does not include UVs.
If you want to create custom materials, procedural shaders are recommended.
Why does the worm appear black?
The default Nekura_Skin material uses volume shading.
If Volume Bounces are disabled or set too low, the material may appear almost completely black.
To fix this, go to:
Render Properties > Light Paths > Max Bounces > Volume
and increase the value to at least 1.
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