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A Procedural Island Generator Built with Geometry Nodes


Luke used Geometry Nodes to generate a stylized island and populate it with trees, buildings, rocks  and more, and gives a high-level overview of how he used Geometry Nodes to build this generator.

A personal Project influenced by Nordic, Scottish, and Irish islands. I wanted to create another randomly generated island by the touch of a button using blender geometry nodes. Each island is unique in rotation, size, height, and asset scattering.

Every model is created by me and all textures are procedural.

Below is a very simple breakdown of what’s going on in the scene:

  • Each island starts life as a subdivided Plane.
  • The plane is then rounded off and a texture is overlaid which deletes parts of the mesh. This texture is random and constantly changing.
  • The plane is then extruded.
  • Some more subdivision surfacing is done and another texture is overlaid which sets the position of the vertices to create mountain-like structures.
  • The sea floor is added as a subdivided cube. The height of the cube is influenced by the proximity of the mountain-like object.
  • Then the sea and the assets are added and textured.

There was a lot of other problem-solving going on in this scene which was a lot of fun to work out. For instance, the dock always appears at the edge of the island close to the lowest grass point and they appear more often if there is a house or a lighthouse present on the island.

A more detailed process on how this was created can be found on my website.

About the Author

Avatar image for Bart Veldhuizen
Bart Veldhuizen

I have a LONG history with Blender - I wrote some of the earliest Blender tutorials, worked for Not a Number and helped run the crowdfunding campaign that open sourced Blender (the first one on the internet!). I founded BlenderNation in 2006 and have been editing it every single day since then ;-) I also run the Blender Artists forum and I'm Head of Community at Sketchfab.

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