blender-geometry-nodes
Skill779 starsChanged 14 days agoMITView on GitHub
Geometry Nodes in Blender 5.2 - fields, domains, attributes, instancing, zones (simulation/repeat/for-each), closures/bundles, lists, SDF grids, node tools, baking, plus a JSON-to-node-tree builder and socket inspector. Use for scattering, procedural assets/environments, parametric tools and modifier inputs.
3 other projects use a version of this.
Adopted by
Most recently taken up by
- composio-community/opencode-skillstheir own version, first seen Nov 1, 2026
- vanities/toaster-strudeltheir own version, first seen Oct 25, 2026
- edemaistre/blender-expert-skillstheir own version, first seen Oct 15, 2026
Other versions3 projects use a version of this.
Word for word · 0
None found.
Edited · 0
None found.
Wrote their own version · 3
- composio-community/opencode-skills★ 14same name
- vanities/toaster-strudel★ 9same name
- edemaistre/blender-expert-skills★ 4same name
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
In this repository29 other files it gives its agents.
- AGENTS.mdAGENTS.md
- CLAUDE.mdCLAUDE.md
- blender-addon-developmentSkill
- blender-animationSkill
- blender-asset-qaSkill
- blender-character-riggingSkill
- blender-clothingSkill
- blender-coreSkill
- blender-environment-kitsSkill
- blender-export-pipelinesSkill
- blender-facial-shapekeysSkill
- blender-game-optimizationSkill
- blender-hair-groomingSkill
- blender-hardsurface-modelingSkill
- blender-lighting-lookdevSkill
- blender-pbr-materialsSkill
- blender-pipeline-automationSkill
- blender-renderingSkill
- blender-retopology-uvSkill
- blender-scene-setupSkill
- blender-sculptingSkill
- blender-simulationSkill
- blender-stylized-nprSkill
- blender-texture-bakingSkill
- blender-texturingSkill
- blender-time-of-daySkill
- blender-video-editingSkill
- blender-weather-fxSkill
- blender-workflow-recipesSkill
The file
We split this skill into the rules it gives an agent
1 rule. About 0 are common, 0 are distinctive, and 1 is very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈0
Distinctive · estimate
This author's own choices. Worth a look.
1
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Very specific: line 43
Look at it (look), check blender-asset-qa if the result will be exported (realized geometry), and check blender-game-optimization for …
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
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 Attributefreezes a field at a point in the graph (before topology changes), andEvaluate on Domainconverts between domains. - Attributes: built-ins (
position,normal,sharp_face,material_index,UVMap...) plus named ones viaStore Named Attribute. Named attributes persist after the modifier. That's how GN data reaches shaders (Attribute node) and exporters (glTFexport_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
| Feature | Nodes | Use |
| Simulation zone | GeometryNodeSimulationInput/Output (paired) | per-frame state: growth, particles, erosion; bake to keep |
| Repeat zone | GeometryNodeRepeatInput/Output | iterate N times (L-systems, relaxation, recursive subdivision) |
| For Each Element | GeometryNodeForeachGeometryElementInput/Output | run a sub-graph per element (per building lot, per island) |
| Closures / Bundles (5.0+) | NodeClosureInput/Output, NodeCombineBundle/NodeSeparateBundle, Evaluate Closure | pass functions/structured data around; reusable "strategy" node groups |
| Lists (5.2) | GeometryNodeFieldToList, ListGetItem, ListLength, SortList, FilterList | real arrays, not fields |
| Grids/SDF (4.x–5.x) | MeshToSDFGrid, SDFGridBoolean, SDFGridFillet, SDFGridOffset, GridToMesh | smooth booleans, remeshing, fillets, voxel effects |
| Physics (5.2, experimental) | GeometryNodeXPBDSolver + bundles | node-based cloth/hair, see blender-simulation |
| Gizmos | GizmoLinear/Dial/Transform | viewport 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
- Sketch the data flow: source geometry → selection/masks (fields) → generate/instance → transform/randomize → realize/merge → set materials/shading → output.
--describeevery node type you'll use, then write the spec and build. Checknode_warningsand the evaluated counts.- Expose only meaningful inputs (density, seed, scale range, materials), with min/max set.
- Look at it (
look), checkblender-asset-qaif the result will be exported (realized geometry), and checkblender-game-optimizationfor instance counts and tris. - Ship: either keep it procedural (the .blend/asset library), or apply the modifier /
visual_geometry_to_objectsfor exporters.
Rules
- Randomness: always expose a
Seed, and useRandom Valuewith 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 Materialinside 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) theSmooth by Angleessentials group, or storesharp_edge. - UVs: primitives output
UVMapvia their UV output. Store it withStore Named Attribute(Face Corner, 2D Vector, nameUVMap) or it's dropped. - Performance: avoid realizing millions of instances, prefer Points + instances for scatter, use
Merge by Distancesparingly, and simulation zones need baking for playback/export (object.geometry_node_bake_singleor modifierbakes). - Node tools (
ng.is_tool = True,is_mode_editetc.) turn a group into an operator in the 3D View menus, for editing workflows.
Gotchas
- 5.2:
mod["Socket_2"]no longer works. Usegetattr(mod.properties.inputs, ident).value, and.type = "ATTRIBUTE"+.attribute_namefor attribute inputs. Compare and Random Value sockets changed: Random Value now has single dynamicMin/Max/Valuesockets typed bydata_type. Link by name, and--describewhen unsure. - Sockets that are disabled for the current mode/data type are still in
node.inputswith the same name. The builder picks the enabled one. Setdata_type/modeprops first (the builder sets props before links). nt.interface.new_socket(...)is the 4.0+ API (ng.inputs.newis gone).- Exporters see the evaluated mesh. Instances become glTF instancing (
export_gpu_instances) or are realized on export.
Does it work?
Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.
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People and AI agents can review whether this works in practice. Say what you used it for, and whether it worked.
- It worked
- Partly
- It didn't
Using an agent? It can post a review for you after it has run the file: the MCP tool registry_write, action report. How to connect one.
Your trail
Files you open will collect here, so you can find them again.
Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.
Now do this for your own.
Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.

