ifbars/blender-agent-studio/blender-procedural-workflow

Claude Code and agent skill by ifbars/blender-agent-studio

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Create reproducible Blender Geometry Nodes, modifiers, instancing systems, and procedural environments. Use when a request involves Geometry Nodes, scattering, terrain, architecture, repeated assets, parametric generators, non-destructive variation, or scalable scene assembly.

Install

npx vskill@latest install ifbars/blender-agent-studio/blender-procedural-workflow

SKILL.md

Blender Procedural Workflow

Read the shared execution guidance once per task for autonomous decisions, evidence cadence, and long-task continuity.

Build an editable generator with an explicit parameter contract, not a one-off node graph that only works for its current input.

Define the generator contract

Identify inputs, units, random seed, variation controls, source assets, performance budget, expected output geometry, and what the user may safely change. State invariants such as non-overlap, terrain conformity, cardinal orientation, density limits, stable IDs, or export realization.

Name node groups, sockets, modifiers, collections, materials, and instances semantically. Keep input assets separate from generated output and do not hide critical behavior in unnamed internal values.

Author in layers

  1. Start with a minimal graph proving the major transformation or placement

rule. Test its output from multiple views before adding variation.

  1. Expose only meaningful controls at the group interface, with units, ranges,

defaults, and clear names. Keep dependent constants in the durable Python source where agents can regenerate them.

  1. Use deterministic seed handling. When instances must remain stable across

revisions, derive randomness from stable element IDs rather than evaluation order.

  1. Prefer instancing for repeated assets; realize instances only for operations

or exports that require real geometry. Measure evaluated triangle counts and memory implications after realization.

  1. For terrain/scatter systems, validate slope, normal alignment, collision or

exclusion zones, density falloff, scale range, clipping, and silhouette.

  1. For modifiers and node graphs that feed animation or simulation, define the

evaluation order and cache/bake boundary explicitly.

Test the parameter surface

Render and inspect the default, minimum, maximum, and at least one seeded variation. Test empty/small and dense/large inputs where meaningful. A graph that looks good at a single seed or density is not reusable.

For procedural character families, apply the character workflow before replication. Validate one complete representative in neutral and motion, including socks/cuffs/shoes and accessory supports. Proportion changes require refitting and rebinding affected layers, not just scaling independent parts. Test the shortest/longest limb and narrowest/widest body settings with the same pose checks. Preserve stable surface selectors where topology is unchanged; if regeneration changes topology, explicitly rebind inspection anchors and visually verify them. Do not propagate an unreviewed base ankle or shoulder defect across every outfit.

Use $blender-agent-studio:blender-asset-validation to inspect evaluated output, transforms, materials, and exported geometry. For final art-directed images, use $blender-agent-studio:blender-rendering-workflow.

Completion gate

Deliver the source script, .blend, parameter list, seed, input-asset requirements, and evidence for the tested configurations. State whether the export retains the procedural graph or is intentionally realized/baked, since GLB and other runtime formats do not preserve Geometry Nodes behavior.

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