Documentation · Version 1.0
A powerful Blender extension for procedural and parametric geometry generation. It brings real-time tessellation, polyhedral operators, attribute fields, pattern simulation, constraint-based form finding, and fabrication output into one non-destructive workflow, where every operation remains editable, animatable, and reversible at any stage of the process.
At a glance
Rhea needs nothing but Blender. No wheels, no pip, no compiler, and no “install this to make it fast” button that fails behind a corporate proxy.
Simple mode
Thirty-two starting shapes and twenty-seven effects, each with a thumbnail. Click one and it happens. Then keep turning the dials: nothing is baked until you say so, and every effect can be stacked on the last.
See the effects galleryAdvanced mode
The same engine with nothing hidden: mapping modes, rotation sources, thickness drivers, merge tolerances, seed distributions, solver weights. Simple mode is a set of presets over this, not a different product.
Open the tessellate referenceWhat is inside
The connective idea is the field: a number per vertex. Any generator can write one, and any tool can be driven by one. That is why a reaction-diffusion pattern can decide how tall each scale on a shell grows, without either module knowing the other exists.
The difference
Most tools in this category hand you a finished mesh and a rebuild button. Rhea keeps the recipe attached to the result. The controls stay in the panel, they can be keyframed, and the base surface can go on changing underneath — the pattern follows it while you scrub the timeline.
When you do want a plain mesh, one button gives you one. Nothing traps you inside the system.
How live and baked results differAdjustable after the fact
Change the count, the twist, the height, the seed. The result rebuilds as you drag, and it can be animated.
Fast without extras
The whole core is vectorised numpy. A million-vertex tessellation lands in about two seconds with nothing installed.
Output you can use
Optional strict quad and tri output, welded seams, preserved UVs, vertex groups and materials. Game-ready when you need it to be.