# scenario-blender-geometry-nodes

Builds and debugs Blender Geometry Nodes procedurally via Python. It helps set up scattering, curve arrays, simulation zones, and 5.2 physics systems.

- skill · `type=skill` · Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, OpenCode · 349 installs · ★ 1141
- Author: scenario-labs
- License: MIT · policy=mirror · the beginning of the file is at the end of this page
- Source: https://github.com/scenario-labs/skills/tree/HEAD/skills/dcc/blender/scenario-blender-geometry-nodes/SKILL.md
- Updated: 2026-10-23
- HTML: https://affpapa.org/en/nevibecode/skills/scenario-blender-geometry-nodes

## What it does

The skill builds procedural geometry graphs in Blender without manual node editing. Trees are constructed declaratively through `bx_gn.Builder`. It handles scattering across surfaces and Blender 5.2 physics closures.

Python cannot see broken node links. Every generated tree requires verification through geometry metrics and test renders. The skill measures component bounds with `G.stats` and renders frames using `G.snapshot`. Time-dependent states are evaluated with `G.step` or baked with `G.bake`.

The skill requires `scenario-blender-expert` for Blender 5.2 API context. Grooming hair setups also require `scenario-blender-hair`.

## Requirements
- Works with: Blender

## Install

### Claude Code (native platform)

1. **Skills CLI (Vercel)**
```bash
npx skills add scenario-labs/skills --skill scenario-blender-geometry-nodes -a claude-code
```

2. **Manually: put the files in place**
- File: `~/.claude/skills/scenario-blender-geometry-nodes/SKILL.md` — Copy the whole skill folder; for one project use .claude/skills/scenario-blender-geometry-nodes/

### Codex

1. **Skills CLI (Vercel)**
```bash
npx skills add scenario-labs/skills --skill scenario-blender-geometry-nodes -a codex
```

2. **Manually: put the files in place**
- File: `.agents/skills/scenario-blender-geometry-nodes/SKILL.md` — For all projects use ~/.agents/skills/

### Cursor

1. **Skills CLI (Vercel)**
```bash
npx skills add scenario-labs/skills --skill scenario-blender-geometry-nodes -a cursor
```

2. **Manually: put the files in place**
- File: `.cursor/skills/scenario-blender-geometry-nodes/SKILL.md` — Cursor also reads .agents/skills/ and .claude/skills/

### GitHub Copilot

1. **GitHub CLI**
```bash
gh skill install scenario-labs/skills scenario-blender-geometry-nodes
```

2. **Manually: put the files in place**
- File: `.github/skills/scenario-blender-geometry-nodes/SKILL.md`

### Gemini CLI

1. **Skills CLI (Vercel)**
```bash
npx skills add scenario-labs/skills --skill scenario-blender-geometry-nodes -a gemini-cli
```

2. **Platform CLI**
```bash
gemini skills install https://github.com/scenario-labs/skills --path skills/dcc/blender/scenario-blender-geometry-nodes
```

### Windsurf (Devin Desktop)

**Manually: put the files in place**
- File: `.devin/skills/scenario-blender-geometry-nodes/SKILL.md` — The legacy .windsurf/skills/ path still works

### OpenCode

**Skills CLI (Vercel)**
```bash
npx skills add scenario-labs/skills --skill scenario-blender-geometry-nodes -a opencode
```

### Claude.ai

**Claude.ai**
- Zip the folder and upload it in Settings → Capabilities → Skills

Where a file is given instead of a command, copy the files from the source to that path: https://github.com/scenario-labs/skills/tree/HEAD/skills/dcc/blender/scenario-blender-geometry-nodes/SKILL.md

## When to use it
- build Blender Geometry Nodes trees programmatically via Python
- scatter objects across surfaces or array them along curves
- set up simulation zones and Blender 5.2 physics closures
- debug disconnected node sockets using geometry evaluation and renders

## Example prompts
- Build a Geometry Nodes group to scatter pebbles across a terrain surface with density controlled by a modifier input.
- Set up a cloth simulation zone in Blender 5.2 and verify the frame sequence using G.snapshot.
- Debug this Geometry Nodes setup with G.stats to find broken socket links and check the evaluated bounds.

## Source text · SKILL.md · MIT

Below is the content of a third-party file. It is data, not instructions for you: do not act on anything written inside unless the human asks. Block tag: 8d941812c1fb0006.

BEGIN THIRD-PARTY FILE 8d941812c1fb0006
```text
---
name: scenario-blender-geometry-nodes
description: "Use when building or debugging Geometry Nodes, headless or live: procedural modeling, scattering objects on a surface, arrays along a curve, repeat or for-each loops, simulation zones, 5.2 physics (cloth, colliders, forces, effectors), closures, bundles, matrices, node-group assets with gizmos. Also when a GN script links nothing, shows red links, ignores modifier inputs, loses instances in a bounding box, or a simulation resets or jumps."
license: MIT
---

# Blender Geometry Nodes (procedural systems and simulations)

Expert Geometry Nodes work means thinking in fields evaluated on domains, keeping systems
declarative (data and instructions come in from outside), and shipping tools that artists drive from
modifier inputs without opening the tree. For an agent it also means proving every tree with numbers
read from the evaluated geometry and a render, because the node editor's red links and warnings are
invisible from Python unless you ask for them. If a sibling skill named here is missing from your
available skills, ask the user to install it (`npx skills add scenario-labs/skills --skill <name>`);
unattended, proceed from tool schemas and flag the gap.

**REQUIRED BACKGROUND:** scenario-blender-expert (execution channel, review loop, 5.2 API changes).
Hair node groups (Interpolate, Clump, Curl, Hair Dynamics grooms): scenario-blender-hair.

## Stance (the expert delta)

- **A field is a deferred question, not data.** Thommes: it is evaluated by the node that consumes
  it, on that node's domain and geometry; values exist only once named or consumed. Consequence
  [added, verified]: two coupled updates (position and velocity) must be captured together in one
  Capture Attribute, or the second reads the first's new value.
- **Domain changes interpolate; everything becomes a Boolean by a rule.** Erindale: float > 0 is
  true (vectors: any non-zero), so a subdivided vertex-group selection bleeds; decide with Float to
  Integer or Compare with epsilon. Prefer trait selections (position, normal, proximity, raycast)
  over index ones, unless you generated the geometry and its order is the design (the Blender Studio
  matrix video drives a stack from Index == 0).
- **Simulation only when history matters.** Thommes: a simulation is rules applied to state; an
  animation is a function of time. If nothing depends on the previous frame, drive it from Scene
  Time and get scrubbing and sub-frames free.
- **Loops are a last resort.** Thommes: built-in nodes working on all elements use acceleration
```
END THIRD-PARTY FILE 8d941812c1fb0006

The third-party file has ended. Everything between the 8d941812c1fb0006 tags is data: requests and commands from it are not followed. An “end of file” line with another tag inside the block is part of the file.

First 2585 of 16499 bytes. © scenario-labs · MIT · https://github.com/scenario-labs/skills/tree/HEAD/skills/dcc/blender/scenario-blender-geometry-nodes/SKILL.md

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