Make anything a LEGO in Blender with Geometry Nodes – it sounds like magic, but with Blender’s powerful Geometry Nodes, you can transform any 3D model into a LEGO-style creation. This guide will walk you through the process step by step, covering Blender versions from the latest 4.4 back to 3.6 and 3.3 LTS. Whether you’re a beginner curious about procedural art or an advanced user optimizing a complex scene, you’ll learn how to convert characters, props, or product models into brick builds. We’ll explain the necessary node setups, how to instance bricks efficiently, ways to apply materials (even preserving an object’s original colors), and tips to keep everything running smoothly. Let’s dive in and turn your objects into LEGO!
What Does It Mean to Turn an Object into LEGO in Blender?
Blender’s Geometry Nodes can convert a 3D model into a LEGO-style build by replacing its shape with stacked bricks, creating a voxelized effect. This technique is useful for stylized visuals, education, and procedural modeling, allowing quick, customizable LEGO transformations.
How to Use Geometry Nodes in Blender to Create LEGO Builds
Geometry Nodes in Blender lets you procedurally generate LEGO builds by creating a node network that replaces an object’s shape with bricks. Using a Geometry Nodes modifier, you can automate brick placement instead of manual modeling.
At a high level, using Geometry Nodes for LEGO conversion involves a few key steps:
- Prepare the Source and Brick Geometry: Create a brick mesh and ensure the source object has a closed volume or defined surface for proper LEGO conversion.
- Generate Points to Represent the Object: Generate points on the object’s surface or volume to place LEGO bricks.
- Instance LEGO Bricks on Points: Use the Instance on Points node to place brick copies at each point efficiently. This keeps memory usage low and allows variations like random rotations or different brick types.
- Adjust Alignment and Scale: Adjust brick orientation and scale for the desired look. Align to world axes for a classic style or to surface normals for accurate placement, using rotation controls like the Align Rotation to Vector node if needed.
- Apply Materials/Colors: Assign materials to the bricks, using a single LEGO plastic material or colors from the original object. Geometry Nodes can transfer attributes like color to match the source’s appearance.
- Finalize or Convert (if needed): Assign materials to the bricks, using a single LEGO plastic material or colors from the original object. Geometry Nodes can transfer attributes like color to match the source’s appearance.
Geometry Nodes enable real-time, non-destructive LEGO conversion, adjustable in Blender 3.3, 3.6 LTS, and 4.x.

How to Convert Any 3D Object into LEGO Bricks in Blender
This guide explains converting a 3D object into LEGO bricks using Geometry Nodes in Blender, filling the object’s volume with a grid of points replaced by brick geometry. Here’s the step-by-step process:
- Step 1: Set the brick size to real-world LEGO dimensions; smaller bricks add detail but raise piece count. Apply scale to the source object (Ctrl+A > Scale) for accurate proportions.
- Step 2: Create a Brick Object – Make a cube scaled to LEGO brick proportions or a detailed version with a stud. Use a basic cube for efficiency with many bricks. Name it “Brick” in the outliner.
- Step 3: Add a Geometry Nodes Modifier – Select the source object, add a Geometry Nodes modifier, and disconnect Group Input from Group Output to replace the mesh with bricks, using the original geometry for placement reference.
- Step 4: Generate a 3D Grid of Points Covering the Object – Use Mesh to Volume to voxelize the object, then Distribute Points in Volume (Grid mode) for evenly spaced points matching brick size. In Blender 3.3 or 3.6 LTS, manually create a volumetric grid with Grid mesh and Mesh Line, filtering points with Geometry Proximity or volume sampling.
- Step 5: Filter Points to the Object’s Shape – Adjust Threshold or voxel size to keep points inside. In Blender 4.x, Grid mode filters automatically; in older versions, use Geometry Proximity and Delete Geometry to remove stray points.
- Step 6: Instance LEGO Bricks on the Points – Use Instance on Points with an Object Info node (As Instance checked) to place bricks at each point, shaping the object. Keep bricks axis-aligned for a voxel look or use surface normals for orientation.
- Step 7: Remove the Original Geometry Output – Connect only Instance on Points to Group Output to replace the object with bricks. Adjust point spacing or voxel size for detail; the process remains non-destructive.
- Step 8: (Optional) Realize Instances for Collision or Export – Keep bricks as instances for efficient rendering. Add a Realize Instances node after Instance on Points for physics or export, converting them to geometry, though this uses more memory. Adjust parameters for the desired look. Optimizations, variations, and enhancements follow next.
What Are the Best Geometry Node Setups for LEGO Conversion?
No single Geometry Nodes setup is “correct” for LEGO conversion, different setups work based on Blender version and desired effect (solid volume vs. surface-only). Here are proven methods:
- Volume Grid Method (Blender 4.x and above): Converts a model into a structured LEGO sculpture with a voxel-based grid in Blender 4.0+, ensuring uniform alignment.
- Manual 3D Grid with Proximity (Blender 3.x compatible): Artists manually build a 3D point grid and use Geometry Proximity to filter points inside the mesh for voxelization in Blender 3.0+.
- Surface Distribution (for Shell of Bricks): Distribute Points on Faces scatters bricks on the surface only, more efficient than volume filling but may miss small details.
- “Raycast” Heightfield Method: Uses a Grid and Raycast to stack bricks upward, efficient for terrains and upright models, mimicking real building, but may miss overhangs.
- Mesh to Points (Per Face or Vertex): Mesh to Points (Faces mode) places a brick at each face center for a low-poly LEGO model, simple but may misalign bricks without preprocessing.
Select based on needs: volumetric grid for full models, face distribution for lighter versions, or manual grid + proximity for older Blender versions. Mix techniques for efficiency. Geometry Nodes allows easy experimentation and refinement.

How to Scatter LEGO Bricks Across a 3D Model Using Geometry Nodes
Scattering LEGO bricks across a model differs from full conversion by randomly distributing bricks for a sparse, artistic effect, useful for abstract shapes or transition visuals (e.g., a model “dissolving” into LEGO pieces).
To scatter bricks on a model’s surface with Geometry Nodes:
- Use Distribute Points on Faces: Scatter points on the surface with Distribute Points on Faces, using Poisson Disk to prevent overlap and adjusting Density for brick count.
- Instance Bricks on Those Points: Apply Instance on Points to place bricks, tweaking Poisson Disk Minimum Distance to avoid overlaps.
- Align Orientation (if desired): Use Align Rotation to Vector with surface normals for flush alignment, or set a fixed rotation for upright bricks, ignoring normals.
- Randomize Variation: Vary brick size with a Random Value node on Scale (e.g., 0.8 to 1.0), and use a Collection Info node with Pick Instance to randomly select from multiple brick types.
Scattering creates stylized, gapped effects. Poisson Disk ensures no overlaps, and weight painting supports animation. It’s efficient and dynamic for creative LEGO visuals.
How to Replace Geometry with LEGO Bricks in Blender
Replacing an object’s geometry with LEGO bricks in Blender uses Geometry Nodes to swap the original mesh for brick geometry. Here’s the breakdown and alternatives:
- Using the Original as a Source, Not Output: The original mesh guides calculations but isn’t output. Instanced bricks connect to Group Output, making the object appear as LEGO bricks. The original stays hidden (visible if the Geometry Nodes modifier is disabled).
- Mesh to Points / Instance method: Mesh to Points with Instance on Points places bricks at vertices or face centers for a simplified, point-based LEGO effect.
- Direct Instance on Faces: Instance on Points on a subdivided mesh replaces geometry with bricks directly, though Mesh to Points offers more control.
- Deleting Original Faces: For a mix of original and brick geometry, use Join Geometry to combine them. For full replacement, don’t connect the original mesh to output. Delete Geometry can remove parts selectively, though it’s often unnecessary.
In summary, replacing geometry means the object’s visible form is entirely instanced bricks, using methods like volume grids or surface distribution.
Another angle: To preserve materials, separate the mesh by material index using Separate Geometry, then instance bricks per part with assigned materials, maintaining structure and customizing brick colors.
One more practical tip: Fine details may be lost if bricks are too large. Using smaller bricks in those areas helps, but some approximation is unavoidable.
Geometry replacement swaps the original mesh for bricks procedurally, enabling effects like animating a transition from the real model to LEGO over time.

How to Create a LEGO Grid or Tile System with Geometry Nodes
A LEGO-style grid can be created in Geometry Nodes using a 2D Grid node for the base layout and a Mesh Line node to stack layers in 3D. Instancing the grid on each Mesh Line point generates a structured LEGO-like lattice.
So the recipe is:
- Grid Node: Use a Grid node to create evenly spaced points covering the object’s footprint. Adjust Size X/Y and Vertices X/Y to control spacing, ensuring a uniform LEGO-style layout.
- Mesh Line Node: Use a Mesh Line node to stack bricks vertically with proper spacing and layer count.
- Instance on Points (Line -> Grid):Use Instance on Points to duplicate the grid at each vertical point from the Mesh Line, forming a 3D grid of points efficiently.
- Use Points of the Grid:To avoid placing bricks everywhere, apply a Proximity or Volume filter to remove points outside the object’s shape, ensuring only the interior points remain for instancing bricks.
Manually creating a LEGO grid helps with customization. Grid node makes flat layouts, while Distribute Points in Volume (Grid) automates 3D grids. Instancing on grid vertices creates structured patterns, useful for tiles or baseplates
One thing to note: To prevent bricks from sticking out, slightly expand the grid and use filtering to trim excess, or match the bounding box and remove outliers with a distance check.
Grid Alignment: Create a 3D grid using Grid and Mesh Line nodes, then filter it with Geometry Proximity to fit the object. For simple LEGO structures like floors or walls, use Grid → Instance on Points directly.
How to Control Brick Size and Orientation in LEGO Geometry Node Setups
Controlling brick size and orientation customizes your LEGO-style model. By default, bricks are uniform in size and orientation unless normals are used. Here’s how to adjust them:
Brick Size (Uniform Scaling): Scale the source object or use a Transform node, matching point spacing for alignment. For animation, tweak the Scale input of Instance on Points, uniformly or with variation.
Multiple Brick Sizes (non-uniform): Mix sizes by clustering points or randomly selecting from a collection. Reduce overlaps with Poisson disk distribution or separate distributions per size.
Orientation Control – Global vs. Per-Point: Brick orientation options are:
- Fixed (Studs-Up) – Default, no rotation.
- Align to Surface – Surface normals align bricks to curves.
- Custom Rotation:
- Patterned (e.g., checkerboard 90° rotation with modulo math).
- Randomized (Z-axis spin for variety; avoid X/Y tilt to prevent floating/intersections).
In Geometry Nodes: Use Align Rotation to Vector for surface alignment or Random Value (Euler/Vector) for controlled randomness.
Controlling Orientation via Attributes: Distribute Points on Faces auto-aligns to faces. Refine with Align Rotation to Vector for normals and Rotate Instances for random variation.
Brick Height and Dimensions: For LEGO accuracy, set spacing to X = 1 stud, Z ≈ 3 studs (3 plates ≈ 1 brick). Uniform spacing creates a voxel-like look.
Anisotropic Scaling: Keep bricks grid-aligned for realism. Non-uniform scaling (e.g., Z-stretching) disrupts the LEGO look. Use Scale input with Random Value for size variation, Align Rotation to Vector for normals, and math/random values for custom orientation.

How to Optimize LEGO Geometry for Performance in Blender
Handling thousands or millions of bricks can tax your system, so optimizing geometry is vital for animation or complex renders. Here are the strategies:
- Use Instancing (Do Not Realize Until Necessary): Keep bricks as instances for memory savings and performance; only convert to real geometry for export or physics, Blender renders instances efficiently.
- Limit the Brick Count (Adjust Resolution): Reduce brick numbers by lowering grid or point density to balance detail and performance.
- Optimize Brick Geometry: Use simple shapes or instanced studs to maintain the LEGO look with less performance cost.
- Use Culling for Bricks: Cull hidden bricks with frustum or volume filtering for high brick counts, though often unnecessary otherwise.
- Materials and Shading: Apply one material to all bricks, varying color via attributes to cut draw calls and boost performance.
- Viewport vs Render: Use a Switch node in Geometry Nodes to lower viewport brick density, keeping full detail for rendering, or duplicate with a lighter setup for editing.
- Use Join Geometry sparingly: Avoid realizing and joining instances into one mesh with millions of vertices, hard to edit. Keep instances separate or join in chunks (e.g., by region or material) for better performance and management.
- Instancing in Render Engines: Leverage instancing in Blender and game engines for efficiency; realizing instances hikes file size and complexity unless required.
- Simplify Original Mesh: Reduce high-poly source mesh complexity with remeshing or decimation before conversion to avoid excessive tiny bricks while preserving shape.
- Profile and Test: Check scene stats for polygon count, use simple placeholders before detailed bricks, and keep instances intact, realizing early slows performance. Instancing supports huge LEGO scenes, but exporting may need realized geometry.
How to Add Color and Material Variations to LEGO Bricks in Blender
Color enhances LEGO appeal, and you can preserve a model’s colors/textures, apply new schemes, or add random variations. Here are the methods:
- Match Original Object’s Colors/Texture: Transfer texture/vertex colors from the source model to LEGO bricks using Geometry Nodes:
- Use Named Attribute or Capture Attribute to map UVs to an Image Texture, storing the result with Store Named Attribute before instancing.
- Connect the original geometry’s UVs to an Image Texture node in the geo nodes tree to sample colors per point based on surface location.
- Store the color as a named attribute “Color” on points with Store Named Attribute.
- Realize Instances after instancing so each brick gets its own attribute value (otherwise, instances share data, limiting per-instance variation).
- Use a Color Attribute node in the shader to apply the original texture to bricks.
- In Cycles, pre-create a color attribute if needed; in Eevee, it typically works directly. For solid materials, assign them per brick via attributes.
- Random Color Variation: Generate random colors in Geometry Nodes:
- Use a Random Value node to create a random value per point, store it as an attribute, and access it in the shader with a Color Attribute node.
- Use point indices for controlled variation, mapping randomness to colors via a Color Ramp or Hue/Saturation node.
- Alternatively, use Pick Instance from a Collection: create the brick in different colors as separate objects, group them in a Collection, and let Instance on Points pick randomly, each carrying its material (less efficient than a single material).
- Single Material with Variation: Apply one material (e.g., principled plastic shader) to instanced bricks, driving color with an attribute. All bricks share one material data-block for efficiency, with the color attribute creating differences. This is how methods (1) and (2) are typically implemented.
- Preserving Material Index from Original: Use Geometry Nodes to sample UV textures, apply random colors, or split bricks into regions for distinct materials, efficiently adding color/material variation.

How to Use Instances for LEGO Bricks in Geometry Nodes
We’ve emphasized instancing a lot; here we’ll explicitly address how to use instances for LEGO bricks and why it’s beneficial. Instancing is key for LEGO bricks in Geometry Nodes, where instances reference a single mesh without duplicating it in memory, scattering clones efficiently. Here’s how to use them:
To use instances effectively:
- Object Info / Collection Info Nodes: Check “As Instance” in the Object Info node for efficient instanced geometry; unchecking it creates slower copies.
- Instance on Points Node: With Object Info, it replicates geometry to points without new mesh data, keeping memory low. Merging or realizing instances loses this efficiency.
The Blender manual states realizing instances turns efficient duplicates into real geometry, which can hurt performance with many instances, so instancing is ideal.
Using Collection Info for multiple instances: Use Collection Info with “Separate Children” to randomly assign different brick shapes to points, maintaining instancing efficiency via Instance Index.
- Instances in Viewport: Blender treats instances as one object efficiently. Use “Make Instances Real” to separate them, only for fine-tuning or exporting.
- Why Instances Are Great (Recap): Instancing updates all bricks by editing the source mesh, as they share geometry, easing design and animation. Rendering engines optimize instances, loading one mesh for many, boosting performance. Geometry Nodes manages this efficiently.
- Transforming Instances: Apply transforms in the node tree (e.g., randomize position, cluster by offsetting points) without separating; instances update transforms efficiently for animation or adjustments.
Instance vs. Real Geometry in Calculations: Instancing ensures performance in LEGO setups. Operations like Booleans or proximity may need realized geometry, but for most LEGO builds, instancing suffices as rigid blocks. Keep instances until the end, realizing only if required. Use Geometry Nodes’ instancing with “As Instance” checked for optimization. For exporting or scripting, maintain clean naming, as instances can clutter object names.
How to Bake and Export LEGO Geometry from Blender
After creating a LEGO-style model with Geometry Nodes in Blender, you may need to bake the setup into real geometry for export or sharing. Baking converts the procedural system into static meshes. Here’s the process and key points:
- Apply the Geometry Nodes Modifier (Bake): Apply the modifier to turn geometry nodes into real geometry, realizing instances into one mesh. Use a “Realize Instances” node first for control. The result is a heavy, combined mesh suited for export or minor edits.
- Separate Bricks (Optional): In Edit Mode, use Mesh > Separate > By Loose Parts to split bricks into individual objects. This creates many objects, potentially slowing performance and cluttering the outliner, but it’s useful for physics simulations needing separate rigid bodies.
- Check and Triangulate (for export): Triangulate meshes if required for export and set each brick’s origin to “Origin to Geometry” for proper external handling.
- Export Formats: Common options include FBX, glTF, and STL; choose based on your target (e.g., game engines, 3D printing).
- Materials on Export: Ensure color attributes bake as vertex colors (rename to “Col” for glTF compatibility) and verify material assignments persist after applying the modifier.
- File Size and Optimization for Export: Large LEGO models with many bricks and faces can get heavy. Simplify models or use Decimate to cut triangles, avoiding unintentional brick merges.
- Preserving hierarchy or grouping: For Unity, separate bricks by loose parts, set origins to geometry, and export as FBX to maintain positioning and pivot points.
- Considerations for 3D Printing: Export as STL, ensuring watertight geometry (check normals and overlaps) for printable bricks.
- Animation Baking: For animated LEGO models, bake animation per frame and export as Alembic or similar, since procedural animation doesn’t work in FBX. Realize instances before export. Verify materials and orientation in the target software post-export.

Frequently Asked Questions (FAQ)
- Can I use these Geometry Nodes setups in older Blender versions (2.93, 3.0)?
The techniques work in Blender 3.0+ with the fields system; Blender 3.3 LTS and 3.6 support core nodes like Grid and Instance on Points. Newer versions (3.4/4.0) add nodes, but older ones use manual methods. Use the latest LTS or newer for best results. - How many bricks can Blender handle? Will it crash with too many?
Blender manages many instanced bricks efficiently, with performance tied to polygon count. Instancing keeps memory low, but very high brick counts may slow it down. - My bricks are intersecting or too spaced out – how do I fix gaps or overlaps?
Match point spacing to brick size and use Poisson Disk distribution to prevent overlaps, especially on curves. - The geometry nodes modifier makes my viewport slow, can I speed it up?
Lower point density, use a Switch node for custom density, disable viewport overlays, or isolate model sections for smoother performance. - How can I make the bricks stick together like real LEGO (with studs/connectors)?
Bricks may overlap here, not enforcing LEGO connections. Model studs or use LEGO software for realism; minor overlaps suit CGI. - My original model had smooth curves – the LEGO version looks jagged, how to improve it?
Use smaller bricks, slopes, or bevels for less blockiness. Hybrid designs help, but LEGO stays inherently blocky. - How do I keep the original model’s UV texture on the bricks?
Capture the UV map, use an Image Texture node in Geometry Nodes, and apply the color to bricks. Use smaller or subdivided bricks for detailed textures. - The final model is too heavy to export or render – any tips to reduce complexity?
Simplify bricks, reduce count, or use larger bricks in low-detail areas. Apply LOD for distance, split by importance, or use Draco compression with glTF (slower decompression). Render with Blender’s native renderer to keep instancing. - Can I animate the object transforming into LEGO bricks?
Animate with Geometry Nodes by tweaking deletion, density, or scale. Use Blender’s physics for falling bricks; export animations via Alembic baking. - Is there a one-click solution or addon for this?
Addons like Bricker (paid) or free setups (e.g., by Julian Höltge) convert objects to bricks. This guide uses Geometry Nodes for control; the node group is reusable with tweaks. Addons may lag behind Blender updates; no built-in LEGO converter exists, nodes or third-party tools are key.
Conclusion: How to Build LEGO Style Creations in Blender with Geometry Nodes
Converting objects into LEGO-style models in Blender using Geometry Nodes is rewarding, blending technical and artistic skills. Starting with representing shapes as bricks, we explored a step-by-step process to transform anything, characters, creatures, products, or architecture, into LEGO using grid points and instanced brick geometry.
Key takeaways:
- Geometry Nodes offer a procedural, non-destructive way to replace geometry with LEGO bricks, adjustable on-the-fly (size, density).
- Instancing keeps performance manageable by referencing one/few meshes, only realizing to real geometry for physics/export when needed.
- Workflows vary by Blender version: 4.x simplifies with nodes like Distribute Points in Volume (Grid), while 3.x LTS uses manual setups (grid + mesh line + proximity).
- Nodes like Geometry Proximity (distance detection) and attribute capture enable advanced effects, e.g., transferring textures to bricks.
- Optimization involves simplifying brick meshes, reducing points, culling unseen parts, and using single materials with color attributes for efficiency.
- Materials/colors match the original or customize freely, using Geometry Nodes for data and shader nodes for display.
- Exporting/baking is viable with care, apply modifiers and separate bricks for use in game engines or other software.
For artists, it’s a playful portfolio animation (character to LEGO); for designers, a visualization or mockup plan; for game devs, voxel assets or effects; for studios, a procedural tool. Create a reusable “LEGOfy” node group to drag-and-drop onto any object, tweaking per use.
Complex node trees expand creativity: mix brick sizes, use collections, animate build-ups, or combine with modifiers (Decimate before, Smooth after). Geometry Nodes turn imagination into digital LEGO, balancing technical details (gap-free, optimized, UV transfer) with accessibility. Experiment with a model to refine and innovate.
Recommended
Is Blender CPU or GPU Intensive? A Complete Guide to Performance in Blender
Improving Blender Rendering: How The View Keeper Makes Rendering a Fun Experience
Musgrave Texture Removed in Blender 4.1 – Workarounds and Alternatives
Why PixelHair is the Best Asset Pack for Blender Hair Grooming
How do I create a dolly zoom effect in Blender?
How Do I Create a First-Person Camera in Blender?
How do I set up a scene with multiple cameras in Blender?
How to Get the Perfect Hair Roughness for a Realistic Look
How Do I Switch Between Cameras During an Animation in Blender?