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EL4CTEO

Blender Geometry Nodes skill

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.

$npx skills add EL4CTEO/blender-skills --skill blender-geometry-nodes
View this skill on GitHubEL4CTEO/blender-skills/skills/blender-geometry-nodes/SKILL.md
Pack stars
952
Pack installs
9.6k
Alyn Score
63/99
Updated
3 days ago
License
MIT
– views – installs via Alyn

Install Blender Geometry Nodes

Pick your agent. Every command is ready to paste.

$npx skills add EL4CTEO/blender-skills --skill blender-geometry-nodes

The 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.

The skill itself

SKILL.md

FolderGitHub

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 Attribute freezes a field at a point in the graph (before topology changes), and Evaluate on Domain converts between domains.
  • Attributes: built-ins (position, normal, sharp_face, material_index, UVMap...) plus named ones via Store Named Attribute. Named attributes persist after the modifier. That's how GN data reaches shaders (Attribute node) and exporters (glTF export_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

  1. Sketch the data flow: source geometry → selection/masks (fields) → generate/instance → transform/randomize → realize/merge → set materials/shading → output.
  2. --describe every node type you'll use, then write the spec and build. Check node_warnings and the evaluated counts.
  3. Expose only meaningful inputs (density, seed, scale range, materials), with min/max set.
  4. Look at it (look), check blender-asset-qa if the result will be exported (realized geometry), and check blender-game-optimization for instance counts and tris.
  5. Ship: either keep it procedural (the .blend/asset library), or apply the modifier / visual_geometry_to_objects for exporters.

Rules

  • Randomness: always expose a Seed, and use Random Value with 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 Material inside 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) the Smooth by Angle essentials group, or store sharp_edge.
  • UVs: primitives output UVMap via their UV output. Store it with Store Named Attribute (Face Corner, 2D Vector, name UVMap) or it's dropped.
  • Performance: avoid realizing millions of instances, prefer Points + instances for scatter, use Merge by Distance sparingly, and simulation zones need baking for playback/export (object.geometry_node_bake_single or modifier bakes).
  • Node tools (ng.is_tool = True, is_mode_edit etc.) turn a group into an operator in the 3D View menus, for editing workflows.

Gotchas

  • 5.2: mod["Socket_2"] no longer works. Use getattr(mod.properties.inputs, ident).value, and .type = "ATTRIBUTE" + .attribute_name for attribute inputs. Compare and Random Value sockets changed: Random Value now has single dynamic Min/Max/Value sockets typed by data_type. Link by name, and --describe when unsure.
  • Sockets that are disabled for the current mode/data type are still in node.inputs with the same name. The builder picks the enabled one. Set data_type/mode props first (the builder sets props before links).
  • nt.interface.new_socket(...) is the 4.0+ API (ng.inputs.new is 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.

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