z_GEN_BRICKMAIN_01
- creates stone brick variations , fractured , cracks , chipped
- outputs lowpoly and hipoly meshes with piecenum , and a distributed grid for texture baking highs to low

z_GEN_STAIRWAY
generate stairway made of stone bricks , from input curve or ramp parameter




z_GEN_STONE_BRICK_CIRCLE
- generates a circular shaped brick section by evenly voronoi fracturing and extruding toward center .
- applies additional noise and separation to resemble stone surface

z_CURL_LINES_THEN_PLACE_SPIRALS
creates curllines on the surface of mesh then copies spirals to the geometry with collision detection

z_GEN_CIRCLES_RADIATE_PATTERN
- creates circular patterns inspired by asian design . scatters circles , then radiate those circles outward while avoiding intersection by order or generation .
https://user-images.githubusercontent.com/6800097/221338609-b212a8ff-7a1c-41e7-9375-3a47a6dd8cfb.mp4

z_HELIX_ALONG_CURVE
- creates a helix curves along input curve

z_GEN_ROCK_THIRDS
creates a rock stylized by lot subdivision rule of thirds , setup for PDG

z_DIFFUSION_REACTION_TUBES
fills mesh with intestine brain like tubes based on simulated diffusion chemical reaction

z_CURL_LINES_LOOP
- create lines curling on mesh surface using curlnoise loop

z_DRIP_GRUNGE
- drips grunge under overhangs of input mesh . longer when near drip neighboors .
- output mesh or bake vertex color

z_GEN_REVOLVE_BASIC
- creates revolved mesh , path deformed by backbone curve , input profile and backbone curves .
- handles profile centering by curve bounds , useful when creating mesh curves in level locations away from 0,0,0 .

z_WIRE_OVERLAPING_OFFSET
- creates wires rayed to ground , properly overlapping . input curves and collision

z_GEN_PILLAR
- generate pillar - holding multiple brick generators and circle brick generators assembled to create a full pillar .

z_GEN_ROCK_4m
- generates rock surface , fractures input mesh and applies randomized offsets , setup for pdg randomness

z_GEN_TUBES_FINDPATHS_FROM_CURVE
- generates tubes that procedurally find a path to not intersect other tubes following along the length of a guide curve

z_GEN_CRACK_BRANCHING
- creates branching crack mesh used for booleaning other meshes

z_GEN_GIZMO

z_GLASS_BOOLEAN
- input mesh with irregular shaped holes , creates an intersection plane cut to fit , adds inset with vertex color falloff from edge for shader

z_GEN_LATTICE_GRIDMESH
- creates a box of grids with interior points automatically around the bounds of input object
- ideal for use with lattice deformer

z_GEN_HEXA_STRUCTURE
- creates a hexagon support structure based on input mesh

z_GEN_RUNES
creates rune like symbols
