geometry-nodes

geometry-nodes is a skill for Claude Code from arjun988/blender-skills. It costs 40 tokens per session (880 once invoked), scanned A, original, MIT.

A Blender Geometry Nodes guide for building reusable procedural 3D systems. Geometry Nodes lets you generate and vary models from connected visual nodes instead of modeling every copy by hand.

In plain words
What is it for?
Use it to create scatter systems, vegetation, buildings, roads, pipes, cables, rocks, and reusable node groups with tested variations and export integration.
Why use it?
It reduces repetitive modeling and makes changes easier by exposing parameters such as density, scale, or floor count. It also describes patterns for keeping large scenes efficient.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Part of the blender-skills plugin — 58 skills shipped together

Good fit Use it to create scatter systems, vegetation, buildings, roads, pipes, cables, rocks, and reusable node groups with tested variations and export integration.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/arjun988/blender-skills/geometry-nodes
Install

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.

Any agent
npx skills add arjun988/blender-skills --skill geometry-nodes
Clone the repo
git clone --depth 1 https://github.com/arjun988/blender-skills

Made for: Claude Code.

Or install blender-skills, the plugin that ships this one along with the rest of its 58 skills.

Wrote 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.

agentmods badge for geometry-nodes

README.md
[![agentmods](https://agentmods.dev/badge/skills/arjun988/blender-skills/geometry-nodes/github.svg)](https://agentmods.dev/skills/arjun988/blender-skills/geometry-nodes)
Your own site
<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.

agentmods 80×15 button for geometry-nodes

Your own site · 80×15
<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>
Per session 40 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 880 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce 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

Measured 10d ago against content hash f04add65d172, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

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.

.claude/skills/geometry-nodes/SKILL.md · 134 lines

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

Read the full file on GitHub · 134 lines

Files

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.

Changes

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.

  1. 10d ago First seen · 134 lines · 40 tokens per session scan A f04add65d172

Subscribe to this mod's changes

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.