Polygonal works Nodes (GN)
Problem
Blender’s Geometry Nodes system has opened a new way of thinking about procedural creation.
It already allows artists to build complex models, environments, and effects but when compared to
Houdini FX
, one can clearly see what is still missing.
Houdini’s strength lies in its ability to reshape and rebuild geometry procedurally, giving artists complete control over mesh density, structure, and optimisation.
In Blender, we still rely on modifiers or manual workflows for many of these operations. Bringing such tools into Geometry Nodes would make Blender far more flexible and production-ready
The goal here is not to copy Houdini, but to equip Blender with a small, general-purpose toolkit for high-quality geometry generation and manipulation useful across modelling, simulation, and environment design
Proposed Nodes (inspired by Houdini (Because is the best))
1.
Adaptive Remesh
Inspired by Houdini’s
Remesh SOP
Creates a clean, evenly distributed topology based on curvature or target edge length.
Useful for keeping meshes consistent in sculpting, simulation, or procedural models
2.
PolyReduce
Based on
PolyReduce SOP
.
Performs intelligent polygon reduction while maintaining overall form, UVs, and key details.
Ideal for optimisation or automated LOD creation
3.
QuadRemesh
Inspired by
Quad Remesh SOP
.
Produces quad-dominant meshes with coherent edge flow.
Perfect for automatic retopology or preparing assets for animation
4.
MeshToGridRemesh
Similar to
Remesh To Grid SOP
.
Converts a mesh to a voxel or grid-based representation and rebuilds a watertight, uniform topology.
Useful for repairing booleans, scanned data, or dense procedural geometry
5.
Relax / Smooth Geometry
(Already implemented by a node groups recently)
Smooths or relaxes topology without altering the overall shape.
Helps clean procedural outputs or simulation results
6.
Curvature & Gradient Data
Outputs analytical data such as curvature, slope, or altitude.
Can drive procedural effects, deformation, material blending, or scattering systems
7.
Attribute Mask Generator
Inspired by Houdini’s
Heightfield Mask by Feature
.
Generates masks from geometric or topographic properties (slope, curvature, exposure, altitude).
A general-purpose tool for procedural control beyond terrain work
8.
Conform / Mesh Project
Projects one mesh onto another with precision, preserving overall form.
Useful for procedural retopology, morphing, or conforming geometry to base surfaces
Benefits
- Adds true procedural control over topology and mesh structure inside Geometry Nodes
- Integrates remeshing, reduction, and projection into a unified procedural workflow
- Expands Blender’s use in modelling, simulation, VFX, and optimisation
- Brings Geometry Nodes closer to the flexibility and precision found in Houdini while keeping Blender’s open and accessible design philosophy
Summary
This proposal suggests a compact yet powerful set of geometry and topology nodes that would greatly extend Blender’s procedural capabilities.
These tools are not terrain-specific; they are fundamental building blocks for any procedural artist who needs clean, adaptable, and high-quality meshes.
With these additions, Blender could move beyond procedural generation towards fully procedural geometry control, on par with professional industry standards.
1 Comment
I would love to have extra nodes for topology, adaptive remesh would be especially amazing.
A few thoughts:
A few years ago there was a summer of code project adding a decimate node (and also remesh nodes) ( link ) but unfortunately it never made it into main. Maybe some day someone will resurrect it?
Quad remesh would probably have to have a bake node built into it, because if you've ever tried to use Quadriflow in Blender you'll know it takes several minutes for it to calculate. Imagine having to wait that long every time you change any node's value ;)
Is there any difference between
MeshToGridRemeshand converting to volume (or sdf in 5.0) and back to mesh? Both use OpenVDB so results should be quite similar if not identical.Curvature & Gradient DataandAttribute Mask Generatorcould probably be built in node groups. If any smart person sees this, maybe they could create it and contribute it to Blender.Lastly would
Conform / Mesh Projectbe like the shrinkwrap modifier, or closer to the conform object addon on blender market? The later would be really cool to have (especially for free).