A view of a deserted road with painted white lane markings and arrows. The asphalt surface is slightly reflective, indicating a damp condition, with digital rendering settings visible on the right side of the image.

Procedural Roads Ahead: Blender Add-on “Roads” Lays Asphalt with Vertices

Blender add-on “Roads” builds procedural roads from vertex extrusions. Fast, planar, parametric and $10.

With Roads, artist Marco Pavanello (publishing under Wolf on Superhive Market and on Gumroad) offers a deceptively simple Blender modifier setup for fast, procedural street generation. The tool lets users create complete, textured roads by extruding vertices from any mesh object.

Once a vertex is extruded, a full road mesh appears. Move the vertex, and the path curves dynamically—no additional modifiers or manual UV mapping needed. As the developer describes it: “Extrude a vertex and you’ll get a road, move it and you will create a curve, everything else is magic.” The implementation is built entirely on Blender’s native modifier stack and geometry nodes, meaning no compiled code or scripts are required.

https://public-files.gumroad.com/elp5euu2fzdtllkwzpatjt8e982u

Procedural by Design

Every aspect of the setup is procedural, from the geometry to the surface texturing. The included textures adapt automatically to the mesh deformation, maintaining consistent line markings and edge detail along curves. The system is designed to keep roads planar (flat), which simplifies viewport editing and avoids unexpected Z-offsets during extrusion. Users are reminded that vertical road modelling is unsupported—the surface will always remain level. The asset works in Blender 4.5 and is compatible with both Cycles and Eevee render engines. The creator explicitly recommends linking the asset library rather than appending, ensuring procedural dependencies remain intact when reused across projects.

Junctions and Lanes on Demand

One of the more technical features of Roads is its procedural junction generator. The setup automatically creates intersections for three-, four-, or five-way road crossings. The underlying node graph analyses connecting edges and merges topology to maintain correct lane and marking alignment. Lane count is also controlled via a single slider. Adding or removing lanes dynamically adjusts the overall width and marking patterns without breaking the underlying mesh continuity. All parameters are exposed in Blender’s Modifiers panel, allowing for live adjustments while modelling.

Workflow and Installation

Installation follows Blender’s current Asset Browser workflow. After extracting the Roads ZIP, users must register the folder in Edit → Preferences → File Paths → Asset Libraries, and set the import method to Link. In a new scene, a basic mesh (such as a plane) can serve as a starting object. Once all but one edge are deleted, dragging a Roads asset from the Asset Browser onto that edge instantiates the setup.

The developer suggests adjusting the Clip Start in the View panel to 1 metre for better visibility of painted lane markings. After setup, new roads are created simply by extruding the object’s vertices. Modifying parameters in the Modifiers panel allows fine-tuning of width, lane count, and material properties in real time.

An empty viewport in Blender software, featuring a gray background. A single line is visible, stretching horizontally across the screen. On the right, the properties panel displays various settings, including options for geometry and shading.

License, Price, and Distribution

Roads is priced at $10 and distributed under a Royalty-Free licence through Superhive Market. The pluugin was authored in Blender 4.5, tested in Cycles and Eevee, and is classified under the platform’s Modifier Setups category. There is no external dependency, no installation script, and no Python component, which means the asset can be shared or version-controlled within production pipelines without modification.

Use Cases in Production

The tool is positioned for environment artists, level designers, and visualisation professionals who need rapid road layouts without external CAD or terrain plugins. Because geometry remains procedural, layout changes can be made interactively without reimporting or rebuilding the mesh.

However, since the asset enforces planarity, it’s best suited for flat terrains like urban scenes, car commercials, or realtime game prototypes where roads do not require elevation changes. The fully procedural texturing can reduce lookdev overhead, particularly in previs or real-time workflows where consistent UV alignment is required but manual texture painting is impractical.

What It Isn’t

Roads is not a terrain conformer, traffic simulator, or spline-based road network generator. It operates strictly within the Blender modifier system. The description on Superhive does not indicate automatic terrain adaptation or decal projection features. All intersections are handled within the node graph and remain 2D. As of publication, there is no mention of bridges, tunnels, or height-based modifiers. These limitations are inherent to its procedural design and must be considered during layout planning.

As with any procedural setup, users should test the modifier within their pipeline before committing to production scenes. Modifier behaviour can vary between Blender subversions, and procedural node setups occasionally differ when linked across projects. The developer’s documentation does not specify backward compatibility or version migration procedures.

Verdict

For ten dollars, Roads provides an elegant, minimalist solution for planar road generation in Blender. Its vertex-based extrusion workflow is immediately intuitive, while its reliance on procedural geometry and materials keeps files lightweight and editable. It won’t replace more advanced road tools that support vertical topology or terrain matching, but for quick previs, layout, or stylised city builds, Roads offers remarkable speed for minimal setup. As always, verify compatibility within your current Blender environment before use in production.