Blender geometry nodes

Stack Anything

Point it at a collection and it stacks random objects — flush, level and endlessly varied.

Node group · v1.0Asset browser readyBuy once · free updates

Books, boxes, crates, plates, logs, bricks — anything you can put in a collection. Every item is measured from its real bounding box, so nothing floats, nothing intersects, and you never place a single object by hand.

A grid of twelve randomised book stacks built from one modifier

Seven source objects, one modifier — twelve stacks, all different.


What it does

Four things it gets right

Real bounds, not origins

Each item's actual bounding box drives the spacing. Messy, offset or off-centre origins still land centred and flush.

Stacks or rows

Pile up in Z, or run along X or Y for shelves. In row mode every item bottom-aligns to the floor.

Fill a whole library

Build a grid of independent stacks from one modifier. Leave spacing at 0 and it works it out from your collection.

Fast and instanced

No repeat zone — pure fields. 48,000 items across 1,600 stacks builds in a fraction of a second, and stays as instances.

Three stacks of boxes sitting perfectly flush on each other

Different sizes, wandering origins — still flush, still centred.

Two shelves of books packed in a row

Switch Direction to Along X and the same stack becomes a shelf.


Core loop

Collection → count → done

1

Add the modifier

Drop Stack Anything onto any object — an empty mesh works fine. It marks where the stack starts.

2

Pick a collection

Anything inside it becomes stack material, picked at random. Hide the collection — it keeps working.

3

Dial the mess

Spin, lean, sideways shift and scale variation. Change the seed for a completely different pile.

A neat stack beside a heavily randomised one

Same collection, same count. Left is everything at zero; right has spin, lean, shift and scale opened up.


Control

Every input

Low angle wide shot looking up three towers of oil drums

Eleven drums high and still dead level — height comes from the geometry, not a guessed offset.

Collection The objects to stack
Direction Up (Z), Along X or Along Y
Count Items per stack
Gap Breathing room between items — go negative to compress
Seed Reroll the whole arrangement
Spin · Lean · Shift Random rotation, tilt and sideways slip per item
Scale Min / Max Size variation, factored into the stacking maths
Stacks X / Y A grid of independent stacks
Spacing X / Y Grid spacing — 0 means automatic

Depth

What's in the box

—  Stack Anything.blend — the node group, marked as an asset. Drop it in your asset library and drag it in.

—  Stack Anything Examples.blend — a ready scene with a vertical grid and a shelf row set up.

—  Fully unlocked, commented node tree — open it, read it, take it apart.


Questions before you buy

FAQ

Does it only do books?

No — it never assumes anything about shape. Crates, plates, logs, tyres, bricks, rocks. If it's a mesh in a collection, it stacks.

Books, cardboard boxes, oil drums and cans stacked side by side

Books, cartons, drums, cans — same node group, one collection swapped.

Do my origins need to be tidy?

No. Origins can be off to one side, above or below the mesh — items are placed by their bounding box, so they still sit centred and flush.

Does it keep my materials?

Yes. Output is instances of your original objects, so materials, UVs and modifiers all come along — and it stays light in the viewport.

Can I export it?

Add a Realize Instances node after it, or apply the modifier, and you get normal geometry.

Something not working?

Email [email protected] with a scene file and I'll take a look.


Specs

Details

Blender 5.2+
Type Geometry Nodes group — no add-on to install
Use Asset Browser, or append into any file
Category Modelling · Geometry Nodes
Version 1.0
Dependencies None
Author oculis.studios

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Details
Dev Fund Contributor
Published about 2 months ago
Blender Version 4.2 - 5.2
License GPL