Stylized Nature Generator
Stylized Nature Generator for Blender
Blender add-on that generates the stylized nature assets of the Stylized Nature Pack: broadleaf trees, willows, firs and pines, bushes and hedges, flowering and berry bushes, rocks from pebbles to cliffs and arches, grass and flowers, stumps, logs, branch piles, mushrooms and lily pads. Every seed gives a new variant. Materials are painterly shaders that work in Eevee and Cycles.
Blender 4.2 or newer (tested with Blender 5.x).
Install
Edit > Preferences > Get Extensions > (arrow menu) > Install from Disk and pick StylizedNatureGenerator_v1.0.zip.
Use
Open the sidebar in the 3D View (N) and the Stylized Nature tab.
- Category: Tree, Conifer, Bush, Rock, Plant, Wood, Mushroom or Lily Pad.
- Type: for example oak, maple, birch, willow, poplar (trees); fir, tall fir, pine (conifers); round bush, hedge, pink flowering bush, berry bush (bushes); pebble, boulder, menhir, slab, ledge, cliff, cliff corner, arch (rocks).
- Seed: every number gives a different shape. The arrow button picks a random seed.
- Palette: foliage colours for trees and bushes (summer, spring, forest, three autumn palettes, cherry pink, apple white, teal, blue, violet, magenta, fir) or rock colours (light, kit, sandstone, basalt, red).
- Rocks: Moss and Wear amount. Bake AO bakes ambient occlusion into the rock vertex colours (uses Cycles for a few seconds; your render settings are restored afterwards).
- Generate: the asset is created as a new collection inside the collection "Stylized Nature", at the 3D cursor.
Notes
- Generation takes about one second per asset (rocks with AO bake a little longer).
- Units are metres, Z up, the base of each asset sits on the ground at the 3D cursor.
- The assets are game ready meshes (vertex colours, UVs, custom normals). The Stylized Nature Pack contains engine shaders and ready made versions for Unreal Engine, Unity and Godot.
- Rock moss and wear are object properties (
moss,wear), so you can change them after generating.
Designed with Claude, modelled procedurally in Blender, reviewed and finished by a 3D artist (Nico Hartl).
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