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blender-geometry-nodes

blender-geometry-nodes

github.com/el4cteoCreative & media569108 installsUpdated 2w ago
Repository

About blender-geometry-nodes

A Blender skill for building and evaluating Geometry Nodes trees using compact JSON specifications. It guides node discovery, procedural geometry workflows, exposed modifier inputs, and performance-aware handling of attributes and instances.

Key features

  1. 01Build node trees from JSON specs
  2. 02Inspect node sockets and options
  3. 03Configure fields, domains, and attributes
  4. 04Create simulation and repeat zones
  5. 05Evaluate geometry and node warnings

Use cases

  1. 01Create procedural scatter setups
  2. 02Build reusable modifier-driven assets
  3. 03Generate iterative or simulated geometry
  4. 04Prepare geometry for export

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/el4cteo/blender-skills --skill blender-geometry-nodes

After installing, type/blender-geometry-nodesin Claude Code to confirm it loaded.

Bundled files

References and scripts installed along with SKILL.md.

references/
recipes.md
scripts/
_bpyx.py
gn_builder.py

Details

From the project README

Geometry Nodes

The execution model is in blender-core. Build trees with scripts/gn_builder.py, a compact JSON spec that's far cheaper than raw bpy. Look up exact socket names first, because they change between versions:

scripts/gn_builder.py -- --describe GeometryNodeDistributePointsOnFaces GeometryNodeInstanceOnPoints
scripts/gn_builder.py -- --spec scatter.json --apply Ground --set Density=20 Seed=3 Mask=@paint_mask

--set Name=@attr feeds a modifier input from a named attribute. The result reports evaluated vert/face counts and node warnings. The spec format is in the script docstring; full examples are in references/recipes.md.

Core concepts (get these right or nothing works)

  • Geometry flows left→right through sockets with circle shapes. Fields (diamond sockets) are functions evaluated per element on the node that consumes them, in that node's domain/context.
  • Domains: Point, Edge, Face, Face Corner, Spline, Instance, Layer. Capture Attribute freezes a field at a point in the graph (before topology changes), and Evaluate on Domain converts between domains.
  • Attributes: built-ins (position, normal, sharp_face, material_index, UVMap...) plus named ones via Store Named Attribute. Named attributes persist after the modifier. That's how GN data reaches shaders (Attribute node) and exporters (glTF export_attributes, which exports names starting with _).
  • Instances are cheap (one mesh, many transforms). Realize Instances only when you must edit per-instance geometry or export a single mesh. Realize as late as possible.
  • Inputs exposed on the group interface become modifier inputs (5.2: mod.properties.inputs.<identifier>.value). Panels group them, menu sockets give enums.

Zones and advanced types

FeatureNodesUse
Simulation zoneGeometryNodeSimulationInput/Output (paired)per-frame state: growth, particles, erosion; bake to keep
Repeat zoneGeometryNodeRepeatInput/Outputiterate N times (L-systems, relaxation, recursive subdivision)
For Each ElementGeometryNodeForeachGeometryElementInput/Outputrun a sub-graph per element (per building lot, per island)
Closures / Bundles (5.0+)NodeClosureInput/Output, NodeCombineBundle/NodeSeparateBundle, Evaluate Closurepass functions/structured data around; reusable "strategy" node groups
Lists (5.2)GeometryNodeFieldToList, ListGetItem, ListLength, SortList, FilterListreal arrays, not fields
Grids/SDF (4.x–5.x)MeshToSDFGrid, SDFGridBoolean, SDFGridFillet, SDFGridOffset, GridToMeshsmooth booleans, remeshing, fillets, voxel effects
Physics (5.2, experimental)GeometryNodeXPBDSolver + bundlesnode-based cloth/hair, see blender-simulation
GizmosGizmoLinear/Dial/Transformviewport handles for inputs
Zones need input.pair_with_output(output) (spec key pairs), plus items on the output node (repeat_items, state_items, ...; spec 4th node field).

Procedure

  1. Sketch the data flow: source geometry → selection/masks (fields) → generate/instance → transform/randomize → realize/merge → set materials/shading → output.
  2. --describe every node type you'll use, then write the spec and build. Check node_warnings and the evaluated counts.
  3. Expose only meaningful inputs (density, seed, scale range, materials), with min/max set.
  4. Look at it (look), check blender-asset-qa if the result will be exported (realized geometry), and check blender-game-optimization for instance counts and tris.
  5. Ship: either keep it procedural (the .blend/asset library), or apply the modifier / visual_geometry_to_objects for exporters.

Rules

  • Randomness: always expose a Seed, and use Random Value with the ID/Index field so results stay stable when counts change.
  • Scale-independent setups use Object Info (Relative) and real units. Apply the object scale or read it explicitly.
  • Materials: Set Material inside the tree. The material must exist in the file, and instances keep their own materials.
  • Shading: GN output loses auto-smooth unless you add Set Shade Smooth + (5.x) the Smooth by Angle essentials group, or store sharp_edge.
  • UVs: primitives output UVMap via their UV output. Store it with Store Named Attribute (Face Corner, 2D Vector, name UVMap) or it's dropped.
  • Performance: avoid realizing millions of instances, prefer Points + instances for scatter, use Merge by Distance sparingly, and simulation zones need baking for playback/export (object.geometry_node_bake_single or modifier bakes).
  • Node tools (ng.is_tool = True, is_mode_edit etc.) turn a group into an operator in the 3D View menus, for editing workflows.

Gotchas

  • 5.2: mod["Socket_2"] no longer works. Use getattr(mod.properties.inputs, ident).value, and .type = "ATTRIBUTE" + .attribute_name for attribute inputs. Compare and Random Value sockets changed: Random Value now has single dynamic Min/Max/Value sockets typed by data_type. Link by name, and --describe when unsure.
  • Sockets that are disabled for the current mode/data type are still in node.inputs with the same name. The builder picks the enabled one. Set data_type/mode props first (the builder sets props before links).
  • nt.interface.new_socket(...) is the 4.0+ API (ng.inputs.new is gone).
  • Exporters see the evaluated mesh. Instances become glTF instancing (export_gpu_instances) or are realized on export.

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