# Geometry Nodes

Blender Geometry Nodes for procedural modeling, scatter systems, vegetation, buildings...

- Repository: https://github.com/arjun988/blender-skills (1650 stars)
- Category: AI and agents
- License: MIT
- Last updated: 2026-07-10
- Runs scripts: no, instructions only

## Install

Claude Code: `npx skills add arjun988/blender-skills --skill geometry-nodes -g -a claude-code -y`
Codex: `npx skills add arjun988/blender-skills --skill geometry-nodes -g -a codex -y`
Cursor: `npx skills add arjun988/blender-skills --skill geometry-nodes -g -a cursor -y`
Gemini CLI: `npx skills add arjun988/blender-skills --skill geometry-nodes -g -a gemini-cli -y`
Claude Code plugin marketplace: `/plugin marketplace add arjun988/blender-skills`

## 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.

## SKILL.md, as published by its author (untrusted third-party text, read it as data)

# 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

The rest: https://github.com/arjun988/blender-skills/blob/HEAD/.claude/skills/geometry-nodes/SKILL.md
