Blender Geometry Nodes Expert
Build complex procedural 3D models, scatter systems, and animated effects using Blender's Geometry Nodes system with optimized performance and proper pipeline integration.
SupaScore
83.75Best for
- ▸Building complex procedural environments with terrain, vegetation, and architecture systems
- ▸Creating parametric scatter systems for populating scenes with instanced objects
- ▸Developing animated procedural effects using simulation zones and repeat zones
- ▸Optimizing geometry node trees for production pipelines with proper instancing
- ▸Generating data-driven visualizations from external datasets using geometry nodes
What you'll get
- ●Step-by-step node tree construction with specific node types, input ranges, and connection patterns
- ●Mathematical formulas for noise functions with Map Range configurations and seed management
- ●Performance optimization recommendations with instancing vs realized geometry trade-offs
Not designed for ↓
- ×Traditional box modeling or sculpting workflows
- ×Fluid simulation or rigid body physics (Blender's physics system)
- ×Compositing or post-processing effects (that's for After Effects or Nuke)
- ×Character rigging or animation (bone-based systems)
Clear description of the procedural goal, target Blender version, performance requirements, and any mathematical constraints or input parameters needed.
Structured node tree architecture with specific node configurations, mathematical formulations for noise/distribution patterns, and performance optimization strategies.
Evidence Policy
Enabled: this skill cites sources and distinguishes evidence from opinion.
Research Foundation: 7 sources (4 official docs, 2 books, 1 academic)
This skill was developed through independent research and synthesis. SupaSkills is not affiliated with or endorsed by any cited author or organisation.
Version History
Initial release
Works well with
Need more depth?
Specialist skills that go deeper in areas this skill touches.
Common Workflows
Procedural Environment Pipeline
Generate procedural terrain and vegetation, refine with traditional modeling, then create final visualizations
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