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Blender Geometry Nodes

Community
EL4CTEO
blender-geometry-nodes

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.

Overview

PublisherEL4CTEO
Repositoryblender-skills
Skill nameblender-geometry-nodes
Stars
426
Forks
39
Bundled files
3
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 3 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by EL4CTEO on GitHub. Read the source before you install it.

Installation

Install the Blender Geometry Nodes AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/EL4CTEO/blender-skills/tree/main/skills/blender-geometry-nodes
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/EL4CTEO/blender-skills.git /tmp/blender-skills
mkdir -p .claude/skills
cp -r /tmp/blender-skills/skills/blender-geometry-nodes .claude/skills/blender-geometry-nodes
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Blender Geometry Nodes in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Blender Geometry Nodes on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Blender Geometry Nodes is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

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

FeatureNodesUse
Simulation zoneGeometryNodeSimulationInput/Output (paired)per-frame state: growth, particles, erosion; bake to keep
Repeat zoneGeometryNodeRepeatInput/Outputiterate N times (L-systems, relaxation, recursive subdivision)
For Each ElementGeometryNodeForeachGeometryElementInput/Outputrun a sub-graph per element (per building lot, per island)
Closures / Bundles (5.0+)NodeClosureInput/Output, NodeCombineBundle/NodeSeparateBundle, Evaluate Closurepass functions/structured data around; reusable "strategy" node groups
Lists (5.2)GeometryNodeFieldToList, ListGetItem, ListLength, SortList, FilterListreal arrays, not fields
Grids/SDF (4.x–5.x)MeshToSDFGrid, SDFGridBoolean, SDFGridFillet, SDFGridOffset, GridToMeshsmooth booleans, remeshing, fillets, voxel effects
Physics (5.2, experimental)GeometryNodeXPBDSolver + bundlesnode-based cloth/hair, see blender-simulation
GizmosGizmoLinear/Dial/Transformviewport 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.

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Blender Geometry Nodes AI 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.

Why use Blender Geometry Nodes on TypingMind?

Because you install it once and use it with any model. Blender Geometry Nodes is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Blender Geometry Nodes in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/EL4CTEO/blender-skills/tree/main/skills/blender-geometry-nodes. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Blender Geometry Nodes?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Blender Geometry Nodes?

As many as you like. As long as a model supports skills, you can use Blender Geometry Nodes with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Blender Geometry Nodes AI skill free?

Yes. It is published on GitHub by EL4CTEO under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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