A procedural rock generation setup for Blender that uses a modifier stack driven by an Empty object to create varied rock formations. You can control the overall shape and secondary details by adjusting the empty's transformation values alongside a set of custom properties. Key parameters include a toggle for sharp or smooth subdivision types to create either sharp rocks or worn boulders, primary displacement strength, and a rugosity switch for secondary modeling details.
The tool includes a built-in workflow for game asset creation. A final hidden modifier allows you to quickly convert your high-resolution high-poly variations into low-poly meshes, making it straightforward to export both versions for baking utility maps in external look-development applications. The included procedural material serves as a placeholder preview for shaping purposes.