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geometry-nodes

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.

The English summary is being prepared. Showing the original description.

Works withBlender
See how to install

Files included (3)

  • SKILL.md3.8 KB
  • references/building-generators.md1.1 KB
  • references/scatter-systems.md596 B

SKILL.md (original)

Review the instructions the agent will receive before you install.

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

ParameterTypical Range
Scale0.8–1.2 (uniform or per-axis)
Rotation Z0–360°
Density0.1–2.0 per m²
SeedInteger for reproducibility

Always expose seed as group input for art direction iteration.

Performance Rules

ScenarioApproach
Game exportRealize instances → decimate → export mesh
Background scatterKeep instanced; limit count
Hero proceduralBake to static mesh for engine
Viewport previewLimit instance count attribute

Reusable Systems Library

GroupPurpose
GN_Scatter_ObjectsGeneric surface scatter
GN_Array_ModularLinear modular repetition
GN_Curve_PipePipe/cable along curve
GN_Wall_VariantParametric wall sections
GN_Vegetation_ClusterTree/bush clustering

MCP Integration

  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

Integration with Export

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.

Constraints

MUST DO

  • Create reusable node groups, not one-off trees
  • Expose seed and density as inputs
  • Test at min/max parameter extremes
  • Realize/bake before game export unless engine supports instances
  • Name groups with GN_ prefix

MUST NOT DO

  • Million-instance scatter without LOD/culling plan
  • Nested realize operations (performance killer)
  • Hardcode values that should be inputs
  • Export procedural without polycount validation
  • Skip variation testing at boundary values

Reference Guide

TopicReferenceLoad When
Scatter recipesreferences/scatter-systems.mdEnvironment scatter
Building generatorsreferences/building-generators.mdArchitectural procedural

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