Blender Add-on · Greeble & Displacement Generator

Flex 2 — Massive detail, in minutes.

Flex 2 is three products in one: a greeble displacement-map generator, a trim-sheet & atlas map generator — both baking 16-bit EXR with matching diffuse, metallic, and emissive maps — and a GN builder that spawns thousands of textured sci-fi objects across any surface. Built for hard-surface and sci-fi artists — spaceship hulls, cityscapes, panels, props, and environments.

3,500+
Copies sold
3
Output modes
8K
16-bit maps
SCIFI Flex 2 — a capital-ship hull dressed in displacement detail // flex-2.relief
The idea

One Generator. Three Ways to Build Detail.

Flex 2 turns simple surfaces into richly detailed sci-fi environments using instanced geometry, tileable textures, and high-resolution displacement maps — all from one panel inside Blender. Build spaceship hulls, sprawling cities, intricate panels, and production-ready surface detail without modeling every piece by hand.

How artists use Flex 2 — pick a mode (GEO, TEX, DIS), pick a DPACK + generator, apply + tweak, then bake or realize; three outputs: instanced geometry, tileable texture maps, 16-bit displacement maps

// flex 2 — the workflow, start to finish

Watch It

See it in motion.

// watch flex 2 build a massive scene — scifi flex v2 creates massive scenes

What It Is

Really, it's three products in one.

Flex 2 is three products in one add-on. 01 — a Greeble Displacement map generator: batch-bake tileable greeble patterns as 16-bit EXR. 02 — a Trim Sheet & Atlas map generator: bake displacement with matching diffuse, metallic, and emissive maps from any model, any theme. 03 — the GN Builder: spawn thousands of textured sci-fi objects across any surface — instanced, randomized, and fast.


// product 01 — greeble displacement maps
Greeble DisplacementMap tutorial

Detail you can bake — and keep.

The first product bakes greeble displacement maps: tileable 16-bit EXR patterns (32-bit available) with matching diffuse, metallic, and emissive maps — production files you reuse on anything, in any project.

A ringed crater city erupting with smoke and fire, its walls dense with displacement detail// white room productions — displacement detail at scale

Greeble patterns, by the batch.

Generate tileable greeble patterns and bake them out fast — each one a 16-bit EXR. Bit depth is why the results hold up: industry-standard 8-bit height maps carry 256 levels and show stair-stepping and noise under displacement; 16-bit carries 65,536 levels and comes out smooth. The jump from 8 to 16 is huge; 16 to 32 is negligible — 16-bit is the preferred format.


// product 02 — trim sheets & atlas maps
Trim Sheets & AtlasesGITS build series

Trim sheets you control.

The second product is about control. Bake displacement and diffuse trim sheets and atlases from any model — the bundled DPACKs or objects you built yourself, sci-fi or not: a western saloon works as well as a starship. Set your UVs and the maps align perfectly; give the mesh enough resolution and displacement alone carries a tremendous amount of detail. Drag the tiling map around your UVs to place detail exactly where you want it. This is how the Ghost in the Shell laboratory was built.


// product 03 — the gn builder
The GN BuilderWatch it build

Massive cities. Micro detail. Thousands of objects, instantly.

The third product is a geometry-node builder: point a generator at any surface and it spawns thousands of textured sci-fi objects — instanced, randomized, and fast. It's the most random way to use Flex, and that's the point: at city distance or circuit-board scale, randomized mass reads as intricate design. It's the wrong tool at room scale, where the eye expects deliberate objects — that's what trim sheets (and SPOCK) are for.

Leave the result live as a single GN object — that works fine — or Make Real + Apply to convert it into real, editable mesh objects. There will be a lot of them; bring a strong machine.


How It Works

Four steps to dense detail.

Pick a mode, pick a pack, apply and tweak — then bake the map or realize the mesh.

01

Pick a mode

GEO, TEX, or DIS — from the ♥SF N-panel. TEX and DIS build their map scene automatically.

02

Pick a DPACK and a generator

Browse both by thumbnail — the filter shows the best packs for the mode you're in.

03

Apply and tweak

Apply the generator to selected faces (or the map plane) and dial density, size, and seed in the modifier — reroll the seed until the design reads right.

04

Bake or realize

Render the map (16-bit EXR or PNG, 1K–8K) — or Make Real + Apply to turn instances into editable mesh.

Features

Detail, three ways.

Real instanced geometry (GEO), tileable texture maps (TEX), and 16-bit displacement maps (DIS) — all generated from the same generators, in one N-panel.

01

Three modes, one panel

GEO for real instanced geometry, TEX for tileable texture maps, DIS for 16-bit displacement — same generators, three outputs.

02

Four generators in the box

Shapes Gen, Dots Gen, Geo Gen, and Panel Gen — thousands of seed mutations of panels, dots, and greeble; Panel Gen makes matched displacement + geometry.

03

Production-ready maps

16-bit EXR displacement (32-bit available) plus matching diffuse, metallic, and emissive maps at 1K/2K/4K/8K — baked from a self-building ortho scene with correct color management for accurate height.

04

Instanced GEO detail

Apply real geometry to any selected faces, from object or edit mode. Instancing keeps giant scenes light — mega-cities on a normal PC.

05

Make Real + Apply

One click converts instances to editable mesh you can refine, kitbash, and export. Curate the collections first to keep only the parts you want.

06

Name-driven DPACKs

A DPACK is a folder with a .blend and a thumbnail — collections and materials auto-wire by name. Load packs to the scene, filter by mode, point preferences at your own folders.

07

Make and sell your own

The DPACK format is open — build a pack in minutes with the documented naming convention, use it, share it, sell it. Third-party DPACKs already exist.

08

Kitbash extras included

KPACK kitbash INSERTs for KIT OPS Free or Pro, and the dirty node-group shader for grime and wear on finished scenes (both optional).

Flex 2 vs SPOCK

Which technique do you need?

Massive sci-fi detail comes three ways — two live in Flex 2, one in SPOCK. The question isn't which tool is better; it's what you're detailing.

Flex 2 · Displacement

Many objects — a controlled look

Bake displacement + diffuse trim sheets from any models — yours included, any theme — and dress a whole scene at room scale: a laboratory, a corridor, a saloon. Full say over the final look.

Flex 2 · GN Builder

Random mass — far away or tiny

Thousands of instanced, textured objects in minutes. Mega-cities at distance, orbital sprawl, micro circuit boards — the scales where randomized mass reads as intricate design.

SPOCK · Pack

One hero object — layered art direction

SPOCK packs real parts in ordered layers on the thing the camera loves — a locker, a cockpit panel, even a station interior that's one object. Rearrange every part by hand.

// they stack — flex fills the world, spock dresses the star of the shot

Decision tree — Flex 2 or SPOCK: one hero object goes to SPOCK · PACK; a whole scene goes to Flex 2 · DISPLACE at room scale or Flex 2 · GN BUILDER far away or tiny

// pick by what you're detailing — they stack

Learn by building.

Follow the five-part Ghost in the Shell build series — a complete concept laboratory built from scratch with SCIFI Flex, trim sheets, and kitbashing.

Artists' words

What Flex 2 users say.

★★★★★
“Love it. Instant Scifi”
— Alejandro Romero
★★★★★
“Very useful to create massive background scene in few minutes. It’s a great addon to work fast for people with old pc like mine… must to have ;)”
— MDM
★★★★★
“I just downloaded the new update and I am completely blown away… displacement maps, features, top-notch quality and fully customizable sci-fi scenes complete with buildings, cities and grids. This Rocks!”
— Tony Grant
Common Questions

How is Flex 2 different from SPOCK?

Ask what you're detailing. One hero object — a locker, a cockpit, a station interior that's one object — is SPOCK's job: real parts packed in ordered layers you can rearrange by hand. A whole scene of many objects is Flex's job: generate randomized mass at city or circuit-board scale, or bake trim sheets and dress everything with control. Detailing 50 objects one-by-one with SPOCK would take forever; they stack instead — Flex fills the world, SPOCK dresses the star.

Is this the same product as Simple SciFi Pro / SCIFI FLEX v2?

Yes — same product, four years of history. It launched in 2022 as Simple SciFi Pro, grew the FLEX geometry tools, and was fully rewritten in 2024 as version 2 — past buyers received version 2 at the original store link.

Do I really own what I generate?

Yes — CC0. Maps, geometry, renders: use them commercially, include them in products you sell, no attribution required.

Will it run on my older machine?

That's the point of instancing — generated detail is referenced, not duplicated, so massive scenes stay light. Reviews from artists on old PCs and 16GB laptops say exactly this. Realize to mesh only when you commit.

Can I edit the generated geometry?

Yes. Make Real + Apply converts the live GN detail into real, separate mesh objects — tons of them, so a strong machine helps. Or skip conversion entirely: leaving the detail live as a single GN object works fine for most scenes.

Is Flex only for sci-fi?

No. The bundled DPACKs are sci-fi, but the trim-sheet workflow bakes maps from any model you own — a western saloon works as well as a starship. Any theme, your objects, your look.

Do I need KIT OPS?

No. Flex 2 is fully standalone. The bundled KPACK INSERTs are an optional bonus for KIT OPS Free or Pro users.

Can I make my own DPACKs?

Yes — a DPACK is just a folder with a .blend and a thumbnail, named by a documented convention. Build one in minutes, and sell it if you like; third-party DPACKs are already on the market.

Learn It
DOCS Full documentation LIST DPACK catalog CHAT Support on Discord
Who This Is For

Massive scenes, without the weekend.

If you need dense sci-fi detail on a deadline — or on modest hardware — Flex 2 generates it where you already work.

Hard-surface & sci-fi artists

Hulls, mechs, panels, corridors, and props that need dense detail now.

Environment & concept artists

Mega-cities and massive backgrounds in minutes, not weekends.

Texture & material artists

Tileable sci-fi textures and 16-bit height maps, baked to files you reuse anywhere.

Artists on modest hardware

Instancing keeps huge scenes workable — the low-spec story comes straight from reviews.

Kitbashers & pack makers

An open, name-driven DPACK format you can extend and sell.

Toolmaker

Designed by a toolmaker.

Designed by Chipp Walters — a 30-year industry veteran and the creator of KIT OPS, Blender's most-trusted kitbashing add-on. Proven experience. Stellar support. Built for artists like you.

3,500+
Copies sold
4 yrs
On the market, fully rewritten for v2
3
Output modes from one panel
New · Direct DownloadsNo Sign-In

Goodbye, Google Drive.

Product files used to ship through shared Google Drive folders — and you told us everything wrong with that: permission requests, sign-in walls, throttled downloads, and no way to tell what changed. That system is gone. The add-on, every DPACK, and every update now ship from the CHIPPWALTERS download server: one folder, open in any browser.

One download folder — every file in one place
Download a single DPACK, a group, or everything at once
Sort by modified date to catch new DPACK drops instantly
No account, no permission requests, no throttling
What You Get$19.50 · One-time purchase

Everything you need — nothing you don't.

One purchase, no subscription: the add-on, four generators, the DPACK library, kitbash extras, and docs — all from one download folder. And everything you generate is CC0, yours to sell.

The SCIFI Flex 2 add-on — Blender 4.2+ extension, Windows · macOS · Linux, Cycles + EEVEE
Four generators — Shapes Gen, Dots Gen, Geo Gen, Panel Gen
A deep DPACK library — drop-in detail packs for geometry, texture, and displacement work
KPACK kitbash INSERTs for KIT OPS Free or Pro, plus the dirty node-group shader (optional extras)
Documentation + video tutorials — full manual, v2 overview, displacement tutorial, and the five-part GITS build series
Requirements
Blender4.2+ (add-on / Extension)
Render enginesCycles · EEVEE (EEVEE used for clean map bakes)
PlatformsWindows · macOS · Linux
IncludedFour generators · DPACK detail libraries · KPACK kitbash INSERTs for KIT OPS Free or Pro (optional) · dirty node-group shader
Output16-bit EXR displacement (32-bit available) · matching diffuse / metallic / emissive maps · 1K–8K
FilesDirect download from the CHIPPWALTERS file server — no sign-in
LicenseRoyalty Free · everything you generate is CC0
Support

Support that actually answers.

This isn't a fire-and-forget asset drop. It's backed by first-class support for Blender customers since 2019 — an active Discord where a human answers, and a catalog of tools trusted by artists worldwide.

2019
Supporting Blender artists since
6K+
Members in the Discord community
140K+
Product downloads across the catalog

Build the hull. Bake the detail.

Massive sci-fi detail, generated where you already work — and everything Flex makes is yours, CC0.