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 sideshowroberto/vfx-agent-toolkit --skill blender-geometry-nodesgit clone --depth 1 https://github.com/sideshowroberto/vfx-agent-toolkitWrote 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/sideshowroberto/vfx-agent-toolkit/blender-geometry-nodes)<a href="https://agentmods.dev/skills/sideshowroberto/vfx-agent-toolkit/blender-geometry-nodes"><img src="https://agentmods.dev/badge/skills/sideshowroberto/vfx-agent-toolkit/blender-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/sideshowroberto/vfx-agent-toolkit/blender-geometry-nodes"><img src="https://agentmods.dev/badge/skills/sideshowroberto/vfx-agent-toolkit/blender-geometry-nodes.svg" alt="Reviewed on agentmods" width="80" height="20"></a>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 | $0.00048 | $0.04345 |
| Opus 5.5 | $0.00019 | $0.01738 |
| Sonnet 5.5 | $0.00010 | $0.00869 |
| Haiku 4.5 | $0.00005 | $0.00434 |
Grade A, and why
blender-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 today.
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 — 500 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Blender Geometry Nodes Skill
Version: 2.0.1 Last Updated: 2026-10-10 Dependencies: Blender 5.1+
API Note (Blender 5.1+)
Use type='NODES' (not type='GEOMETRY_NODES', which was removed in 4.5):
import bpy
modifier = obj.modifiers.new("GeometryNodes", type='NODES')
bpy.ops works normally via the Blender MCP - use direct data API for explicit control, operators when convenient.
QUICK START
Scattering System
import bpy
# Create base plane
verts = [(-5,-5,0), (5,-5,0), (5,5,0), (-5,5,0)]
faces = [[0,1,2,3]]
mesh = bpy.data.meshes.new("BasePlane")
mesh.from_pydata(verts, [], faces)
mesh.update()
obj = bpy.data.objects.new("ScatterBase", mesh)
bpy.context.collection.objects.link(obj)
# Create NODES modifier
modifier = obj.modifiers.new("Scattering", type='NODES')
# Create node tree
node_tree = bpy.data.node_groups.new("ScatterSystem", type='GeometryNodeTree')
modifier.node_group = node_tree
nodes = node_tree.nodes
links = node_tree.links
nodes.clear()
# Build node tree
input_node = nodes.new('NodeGroupInput')
output_node = nodes.new('NodeGroupOutput')
distribute = nodes.new('GeometryNodeDistributePointsOnFaces')
instance = nodes.new('GeometryNodeInstanceOnPoints')
cube = nodes.new('GeometryNodeMeshCube')
# Position nodes
input_node.location = (-400, 0)
distribute.location = (-200, 0)
instance.location = (0, 0)
cube.location = (-200, -200)
output_node.location = (200, 0)
# Connect nodes
links.new(input_node.outputs[0], distribute.inputs[0])
links.new(distribute.outputs[0], instance.inputs[0])
links.new(cube.outputs[0], instance.inputs[2])
links.new(instance.outputs[0], output_node.inputs[0])
print(f"Created: {len(nodes)} nodes, {len(links)} links")
STANDARD WORKFLOWS
Workflow 1: Point Distribution System
Use When: Scatter objects across surfaces with density control
import bpy
# Create target surface
mesh = bpy.data.meshes.new("Surface")
verts = [(-10,-10,0), (10,-10,0), (10,10,0), (-10,10,0)]
faces = [[0,1,2,3]]
mesh.from_pydata(verts, [], faces)
mesh.update()
obj = bpy.data.objects.new("Surface", mesh)
bpy.context.collection.objects.link(obj)
# Add geometry nodes
modifier = obj.modifiers.new("Distribution", type='NODES')
node_tree = bpy.data.node_groups.new("PointDistribution", type='GeometryNodeTree')
modifier.node_group = node_tree
nodes = node_tree.nodes
links = node_tree.links
nodes.clear()
group_input = nodes.new('NodeGroupInput')
group_output = nodes.new('NodeGroupOutput')
distribute = nodes.new('GeometryNodeDistributePointsOnFaces')
instance = nodes.new('GeometryNodeInstanceOnPoints')
sphere = nodes.new('GeometryNodeMeshUVSphere')
random_value = nodes.new('FunctionNodeRandomValue')
distribute.inputs["Density"].default_value = 50.0
sphere.inputs["Radius"].default_value = 0.2
random_value.data_type = 'FLOAT_VECTOR'
group_input.location = (-600, 0)
distribute.location = (-400, 0)
instance.location = (-200, 0)
sphere.location = (-400, -200)
random_value.location = (-400, -400)
group_output.location = (0, 0)
links.new(group_input.outputs[0], distribute.inputs[0])
links.new(distribute.outputs[0], instance.inputs[0])
links.new(sphere.outputs[0], instance.inputs[2])
links.new(random_value.outputs[1], instance.inputs[6]) # Rotation
links.new(instance.outputs[0], group_output.inputs[0])
print(f"Distribution system: {len(nodes)} nodes")
What ships with it
4 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.
- today First seen · 500 lines · 48 tokens per session scan A 99199af6050f
blender-geometry-nodes is a skill published in the GitHub repository sideshowroberto/vfx-agent-toolkit (16 stars, last pushed 22d ago), licensed MIT. It adds 48 tokens to every session and 4,345 once invoked, about $0.0002 per session on Opus 5.5. 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 2026-11-02.
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