Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add arjun988/blender-skills --skill geometry-nodesgit clone --depth 1 https://github.com/arjun988/blender-skillsWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/arjun988/blender-skills/geometry-nodes)<a href="https://agentmods.dev/skills/arjun988/blender-skills/geometry-nodes"><img src="https://agentmods.dev/badge/skills/arjun988/blender-skills/geometry-nodes/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/arjun988/blender-skills/geometry-nodes"><img src="https://agentmods.dev/badge/skills/arjun988/blender-skills/geometry-nodes.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00040 | $0.00880 |
| Opus 5 | $0.00020 | $0.00440 |
| Sonnet 5 | $0.00008 | $0.00176 |
| Haiku 4.5 | $0.00004 | $0.00088 |
Grade A, and why
geometry-nodes scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 10d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 134 lines — stays where its author put it; the contents beside it link to each section on GitHub.
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
| Group | Purpose |
|---|---|
| GN_Scatter_Objects | Generic surface scatter |
| GN_Array_Modular | Linear modular repetition |
| GN_Curve_Pipe | Pipe/cable along curve |
| GN_Wall_Variant | Parametric wall sections |
| GN_Vegetation_Cluster | Tree/bush clustering |
What ships with it
2 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 10d ago First seen · 134 lines · 40 tokens per session scan A f04add65d172
geometry-nodes is a skill published in the GitHub repository arjun988/blender-skills (178 stars, last pushed 2mo ago), licensed MIT. It adds 40 tokens to every session and 880 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.
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