A 3D rendering of a yellow sponge-like object with a porous texture, displayed against a dark background. Below the object, a complex node network is shown, likely used for its creation in 3D software.

Blender turns meshes into sponges. Rubber duck not included

A free Blender Geometry Nodes setup converts meshes into sponge like forms using volumetrics and procedural subtraction.

3D artist Alex Martinelli has released a Geometry Nodes setup for Blender that converts any mesh into a sponge-like structure using volumetric processing. The tool converts the input mesh into a volume grid and performs subtraction operations in volume space to create a porous internal structure. The resulting object can remain a volume or be converted back into a polygonal mesh inside Blender.

The modifier is entirely procedural and non-destructive. Artists can adjust parameters controlling the density and scale of the pores, allowing for anything from mildly absorbent props to geometry that looks as if it should be left to dry near an open window. The approach avoids manual modelling and relies on Blender’s volume and Geometry Nodes systems rather than sculpting or texture-based tricks.

Volumes, bubbles, and bathroom acoustics

According to the creator, the tool requires Blender 5.0 or newer. Rendering guidance recommends using Cycles for volume output, as It handles volumetric rendering more reliably than Eevee in this context. This is not presented as a performance claim, merely practical advice from the creator. No benchmarks or render time comparisons are provided. The setup does not include presets for specific real-world materials. Any resemblance to kitchen sponges, bath sponges, or that one sponge that should really have been thrown away last year is purely the responsibility of the user.

Distribution and pricing

The Procedural Sponge Modifier is available via Gumroad with a base price of zero euros. Users can download the file for free or pay an optional fee. No additional licence terms or usage restrictions are specified beyond Gumroad’s standard terms. At press time, no formal documentation beyond the node graph itself is provided.

Production reality check

As with any Geometry Nodes asset that relies on volumetric processing, results will depend heavily on mesh scale, resolution, and scene settings. Artists planning to use the generated geometry in downstream pipelines such as export to other DCCs or engines should test conversions carefully. Dense sponge meshes can become very heavy very quickly, much like a real sponge that has absorbed far too much water and regret. New tools and procedural assets should always be tested in actual production environments before being adopted into established workflows, preferably before the sponge starts dripping.

https://sagado.gumroad.com/l/ucjwm