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/geometry-nodes

Blender Geometry Nodes for procedural modeling, scatter systems, vegetation, buildings, pipes, cables, and reusable node groups. Use for procedural asset generation and instancing pipelines via MCP.

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blender-skills
18894 skills1 MCP
Install
$ npx -y skills add arjun988/blender-skills --skill geometry-nodes --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/geometry-nodes

Context preview

The summary Claude sees to decide when to auto-load this skill.

Blender Geometry Nodes for procedural modeling, scatter systems, vegetation, buildings, pipes, cables, and reusable node groups. Use for procedural asset generation and instancing pipelines via MCP.

SKILL.md

geometry-nodes.SKILL.md
name: geometry-nodes
description: Blender Geometry Nodes for procedural modeling, scatter systems, vegetation, buildings, pipes, cables, and reusable node groups. Use for procedural asset generation and instancing pipelines via MCP.
license: MIT
metadata:
  author: https://github.com/arjun988
  version: "1.0.0"
  domain: blender
  role: specialist
  triggers: geometry nodes, procedural, scatter, node group, GN_, instancing, parametric
  related-skills: procedural-modeling, environment-artist, blender-modeler

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

| Parameter | Typical Range | |-----------|---------------| | Scale | 0.8–1.2 (uniform or per-axis) | | Rotation Z | 0–360° | | Density | 0.1–2.0 per m² | | Seed | Integer for reproducibility |

Always expose seed as group input for art direction iteration.

Performance Rules

| Scenario | Approach | |----------|----------| | Game export | Realize instances → decimate → export mesh | | Background scatter | Keep instanced; limit count | | Hero procedural | Bake to static mesh for engine | | Viewport preview | Limit instance count attribute |

Reusable Systems Library

| Group | Purpose | |-------|---------| | GN_Scatter_Objects | Generic surface scatter | | GN_Array_Modular | Linear modular repetition | | GN_Curve_Pipe | Pipe/cable along curve | | GN_Wall_Variant | Parametric wall sections | | GN_Vegetation_Cluster | Tree/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

| Topic | Reference | Load When | |-------|-----------|-----------| | Scatter recipes | `references/scatter-systems.md` | Environment scatter | | Building generators | `references/building-generators.md` | Architectural procedural |

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Repo: arjun988/blender-skills

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