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SKILL.md

blender-geometry-nodes

Agent skill fromEL4CTEO/blender-skills

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 to install blender-geometry-nodes

install blender-geometry-nodes
# install the blender-skills pack with the skills CLI
npx skills add EL4CTEO/blender-skills

# or add only this skill to Claude Code: copy the folder

skills/blender-geometry-nodes/

# into

~/.claude/skills/blender-geometry-nodes/ (all projects)

.claude/skills/blender-geometry-nodes/ (one project)

skills/blender-geometry-nodes/SKILL.md

MITFull file
1# Geometry Nodes
2
3The 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:
4```
5scripts/gn_builder.py -- --describe GeometryNodeDistributePointsOnFaces GeometryNodeInstanceOnPoints
6scripts/gn_builder.py -- --spec scatter.json --apply Ground --set Density=20 Seed=3 Mask=@paint_mask
7```
8`--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](references/recipes.md).
9
10## Core concepts (get these right or nothing works)
11- **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.
12- **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.
13- **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 `_`).
14…

Excerpt shown under the repository's MIT license.

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