blender-geometry-nodes

blender-geometry-nodes is a skill for Claude Code from sideshowroberto/vfx-agent-toolkit. It costs 48 tokens per session (4,345 once invoked), scanned A, original, MIT.

Procedural modeling using Geometry Nodes in Blender. Use for scattering systems, node trees, parametric design, or when user mentions "procedural," "geometry nodes," "scattering," or "instances.".

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter.

Install with agentmods
npx agentmods add skills/sideshowroberto/vfx-agent-toolkit/blender-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 sideshowroberto/vfx-agent-toolkit --skill blender-geometry-nodes
Clone the repo
git clone --depth 1 https://github.com/sideshowroberto/vfx-agent-toolkit

Made for: Claude Code.

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.

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README.md
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Your own site
<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.

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Your own site · 80×15
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Per session 48 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,345 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.
Origin unknown 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 $0.00048 $0.04345
Opus 5.5 $0.00019 $0.01738
Sonnet 5.5 $0.00010 $0.00869
Haiku 4.5 $0.00005 $0.00434

Measured today against content hash 99199af6050f, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

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.

plugins/blender-vfx/skills/blender-geometry-nodes/SKILL.md · 500 lines

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")

Read the full file on GitHub · 500 lines

Files

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.

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. today First seen · 500 lines · 48 tokens per session scan A 99199af6050f

Subscribe to this mod's changes

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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