analog-found-footage-h…
Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
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.
$ npx -y skills add arjun988/blender-skills --skill geometry-nodes --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/geometry-nodesContext 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.
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
Reusable procedural systems. Parametric assets. Performance-aware instancing.
Define Parameters → Build Node Tree → Create Node Group (GN_)
→ Test Variations → Bake/Instance Decision → Export IntegrationMesh Surface → Distribute Points on Faces → Instance on Points
→ Randomize Rotation (Z) → Randomize Scale → Realize (optional)Floor Count (input) → Repeat Mesh → Stack Instances
→ Window Cut Pattern → Material Variation → OutputCurve Input → Curve to Mesh (profile) → Subdivide → Set Material
→ Multiple curves from single path nodeIco Sphere → Displace (noise) → Decimate → Instance Scatter
| 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.
| 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 |
| 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 |
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
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.
| Topic | Reference | Load When | |-------|-----------|-----------| | Scatter recipes | `references/scatter-systems.md` | Environment scatter | | Building generators | `references/building-generators.md` | Architectural procedural |
94 Specialized Skills for Blender Artists. Transform Cursor, Claude Code, Kiro, and Codex into your Senior Technical Art team — not a tutorial bot.
Repo: arjun988/blender-skills
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