mcpField
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geometry-nodes

geometry-nodes

github.com/arjun988Creative & media1.3k318 installsUpdated 16w ago
Repository

About geometry-nodes

geometry-nodes is a skill for artists building reusable procedural systems and parametric assets. It covers node-group design, variation, instancing, and performance-aware preparation for export.

Key features

  1. 01Build reusable geometry node groups
  2. 02Create scatter and parametric systems
  3. 03Expose inputs for controlled variation
  4. 04Choose instancing, realization, or baking
  5. 05Check instance counts and polygon totals

Use cases

  1. 01Scatter rocks or vegetation across surfaces
  2. 02Generate parametric buildings, roads, or pipes
  3. 03Assemble kits with randomized variation
  4. 04Prepare procedural geometry for game export

MCP support

The skill describes using MCP to create geometry nodes modifiers, configure group inputs, query instance counts and polygon totals, and realize geometry for export.

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/arjun988/blender-skills --skill geometry-nodes

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

Bundled filesreferences/building-generators.mdreferences/scatter-systems.md

Details

From the project README

Geometry Nodes

Reusable procedural systems. Parametric assets. Performance-aware instancing.

When to Use

  • Scatter systems (rocks, vegetation, debris)
  • Parametric buildings, roads, pipes, cables
  • Procedural variation without unique modeling
  • Kit assembly with randomization
  • Non-destructive iteration on large scenes

Workflow

Define Parameters → Build Node Tree → Create Node Group (GN_)
    → Test Variations → Bake/Instance Decision → Export Integration

Node Group Standards

  • Prefix: GN_[System]_[Descriptor]
  • Expose only necessary inputs (seed, density, scale range)
  • Document input ranges in group name or custom properties
  • Version node groups: GN_Scatter_Rocks_v02

Core Patterns

Scatter System
Mesh Surface → Distribute Points on Faces → Instance on Points
    → Randomize Rotation (Z) → Randomize Scale → Realize (optional)
Building Generator
Floor Count (input) → Repeat Mesh → Stack Instances
    → Window Cut Pattern → Material Variation → Output
Cable/Pipe Routing
Curve Input → Curve to Mesh (profile) → Subdivide → Set Material
    → Multiple curves from single path node
Rock Formation
Ico Sphere → Displace (noise) → Decimate → Instance Scatter

Randomization

ParameterTypical Range
Scale0.8–1.2 (uniform or per-axis)
Rotation Z0–360°
Density0.1–2.0 per m²
SeedInteger for reproducibility

Always expose seed as group input for art direction iteration.

Performance Rules

ScenarioApproach
Game exportRealize instances → decimate → export mesh
Background scatterKeep instanced; limit count
Hero proceduralBake to static mesh for engine
Viewport previewLimit instance count attribute

Reusable Systems Library

GroupPurpose
GN_Scatter_ObjectsGeneric surface scatter
GN_Array_ModularLinear modular repetition
GN_Curve_PipePipe/cable along curve
GN_Wall_VariantParametric wall sections
GN_Vegetation_ClusterTree/bush clustering

MCP Integration

  1. Create geometry nodes modifier via MCP
  2. Configure group inputs via MCP
  3. Query instance count and final polycount
  4. Realize geometry for export via MCP
  5. Organize GN objects in dedicated collection

Integration with Export

Before export:

  1. Apply geometry nodes modifier OR
  2. Realize instances and merge OR
  3. Export as instances if engine supports (Unreal HISM)

Document which approach per target engine.

Constraints

MUST DO
  • Create reusable node groups, not one-off trees
  • Expose seed and density as inputs
  • Test at min/max parameter extremes
  • Realize/bake before game export unless engine supports instances
  • Name groups with GN_ prefix
MUST NOT DO
  • Million-instance scatter without LOD/culling plan
  • Nested realize operations (performance killer)
  • Hardcode values that should be inputs
  • Export procedural without polycount validation
  • Skip variation testing at boundary values

Reference Guide

TopicReferenceLoad When
Scatter recipesreferences/scatter-systems.mdEnvironment scatter
Building generatorsreferences/building-generators.mdArchitectural procedural

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