▲ 4 r/proceduralgeneration+1 crossposts

I built a Blender plugin that produces complex, fully structured, part-aware 3D objects & assemblies. It does so by translating text instructions into procedural Python code blocks to compile scene trees.

The video shows a steampunk elevator asset built in a single shot with my plugin.

You get a clean GLB collection with named parts, real mechanical pivots, and an auto-packed UV atlas. My goal was to build a useful utility for 3D workflows, instead of another uneditable mesh generator.

Note it produces raw code.py right into Blender's own Text Editor. You can inspect, modify, and re-run the exact math the AI used when building the meshes.

The plugin is LLM-agnostic. But local models still hallucinate complex spatial transform matrices. Because of that, this plugin defaults to my hosted API endpoint, with options to use Gemini, ChatGPT, or Claude.

Love to hear your feedback. Thank you!

How to Set Up Nova3D (Blender 3.6 – 5.x):

  1. Download the plugin .zip here: https://github.com/RareSense/Nova3D/archive/refs/tags/blender-plugin-v1.0.1.zip

  2. Edit > Preferences > Add-ons.

Open

Blender 4.2 or newer (most users)

  1. Click the ▾ dropdown at the top-right, choose "Install from Disk," and select the .zip.

  2. Confirm the checkbox next to "Nova3D" is ticked.

  3. Switch to the System tab, find the Network section, and tick "Allow Online Access". Nova3D needs this to reach its validation server.

Blender 3.6 – 4.1

  1. Click the "Install..." button at the top-right and select the .zip.

  2. Tick the checkbox next to "Nova3D" to enable it.

Then, on any version

  1. In the 3D Viewport, press N to open the side panel.

  2. Click the Nova3D tab, sign in, and enter a prompt.

p.s. the main repo is here: https://github.com/RareSense/Nova3D

u/farting_tube — 5 days ago

Blue passport holder here (plus free giveaway) - AMA

Alhamdulillah got issued Pakistan's official passport today. I overpaid on my taxes so they gave me two of them!

u/farting_tube — 11 days ago
▲ 56 r/blenderTutorials+5 crossposts

I'm building a 3D generator that outputs models as code instead of flat meshes. Just got automatic UV unwrapping working on top of it.

Normally you unwrap a model by hand and deal with overlaps for a long time. It gets tedious.

But here it just comes out clean: every part gets its own tidy layout, nothing overlapping, everything equally sharp. And it's automatic, because the model already knows what its parts are.

This means you can texture the model part-by-part and layer-by-layer (e.g., swapping materials on just the lens rings or dials) instead of wrestling with a single massive texture sheet.

Web app link: https://nova3d.xyz/

Automating PBR texture maps using this structured data is my next step.

p.s. I ran the same unwrapper on a plain exported mesh with UVPackmaster, Zen UV, etc. , and it came out the usual mess. It's the code representation of 3d that keeps it clean.

u/farting_tube — 12 days ago
▲ 7 r/meshyai+2 crossposts

We built a procedural AI 3D pipeline that outputs structured, editable assets

Hi guys,

Most AI 3D tools feel a bit like magic… until you actually try to use what they generate.

You get a cool looking model but it’s a single, fused mesh.
Want to tweak one part? Change proportions? Animate a specific component?
You’re basically stuck rerolling the entire thing and hoping it comes out better.

That friction didn’t sit right.

So over the past couple of years, we worked on fixing this.

Instead of generating just a final mesh, our approachj generates the process behind the asset—a construction script that builds the model step by step. That script runs server-side, gets validated, and outputs a structured GLB with a clean scene graph.

The result feels less like a static object and more like a “kit” you can actually work with.

What that unlocks:

  • You can target and edit individual parts (no full rerolls)
  • Every component has identity (named, organized, and usable)
  • Materials and logic can be applied at the part level
  • Outputs are cleaner and more stable thanks to validation/repair cycles

Quick showcase:
https://youtu.be/H-PrqOIm2Dw?si=Mmnu8IxwcBrJ74iy

Some examples:

Code is here if you want to dig in:
https://github.com/RareSense/Nova3D

Would genuinely love feedback—especially from people working with 3D pipelines, game engines, or procedural workflows. Does treating 3D generation as a procedure instead of just output geometry make more sense?

u/farting_tube — 2 months ago