Install Blender Geometry Nodes
Pick your agent. Every command is ready to paste.
npx skills add EL4CTEO/blender-skills --skill blender-geometry-nodesThe open skills CLI detects your agents (Claude Code, Cursor, Codex and 70+ more) and installs to the right folder. Add -g to install globally.
01
Install it
Run the command above, or upload the folder in Claude.
02
Ask naturally
Describe the task. Your agent loads blender-geometry-nodes when the request matches its description.
03
Name it if needed
If it does not trigger, say “use the blender-geometry-nodes skill”. In Codex, type $blender-geometry-nodes.
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.
Tips for Blender Geometry Nodes
- • Start a fresh session after installing so your agent picks up the new skill.
- • This skill ships scripts. Read them before the first run, and run it in a project without secrets first.
- • It bundles reference files. The agent reads them only when needed, so they cost no context until then.
- • It is part of a pack with 28 skills. Install only the ones you need with --skill to keep triggers precise.
- • If two skills overlap, mention the one you want by name.
Questions about Blender Geometry Nodes
What does the Blender Geometry Nodes skill do?
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.
How do I install Blender Geometry Nodes?
Run "npx skills add EL4CTEO/blender-skills --skill blender-geometry-nodes" in your project. The skills CLI installs it for Claude Code, Cursor, Codex and 70+ other agents. In Claude on the web, upload the skill folder as a ZIP under Customize > Skills.
Does Blender Geometry Nodes work in Cursor and Codex?
Yes. Blender Geometry Nodes uses the open SKILL.md format, so it works in Claude Code, Claude, Cursor, OpenAI Codex, Gemini CLI, GitHub Copilot and other agents that support agent skills.
Is Blender Geometry Nodes free?
Blender Geometry Nodes is open source on GitHub under the MIT license. It is free to install; check the license before commercial use.
Who made Blender Geometry Nodes?
Blender Geometry Nodes is published by EL4CTEO in the EL4CTEO/blender-skills repository, together with 27 other skills.





