Procedural Damage

This Geometry Nodes modifier enables artists to procedurally generate weathering, edge wear, and damage on 3D meshes. The system works by distributing points along mesh edges and faces, and then instancing base objects—like spheres or cubes—onto those points to simulate chip and wear marks.

To ensure optimal performance, the node tree uses volume grids to calculate the boolean subtractions, making it significantly faster than the standard mesh boolean node. Users can adjust the voxel size to balance detail resolution with computation speed. The modifier exposes parameters for controlling the edge angle threshold, face point density, and the scale and randomized rotation of the instanced damage objects.