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fd3d-geometry-nodes

Build parameterized Blender Geometry Nodes props, scatter, patterns and repeatable mechanisms; use for editable variations rather than one-off destructive…

Skill by KooshaPari

IndexedMIT
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Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.

npx agentmarket install skill/kooshapari-fd3d-geometry-nodes

Asks which of your tools to add it to (Claude Code, Codex, Cursor, VS Code, Windsurf, Gemini CLI, Claude Desktop) and shows the change first. See https://agentmart.dev/cli.

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About

Build parameterized Blender Geometry Nodes props, scatter, patterns and repeatable mechanisms; use for editable variations rather than one-off destructive modeling.

Use cases: frontend, agent-building

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What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.

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  • codeload.github.com · found in install command

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  • ~/.claude/skills/fd3d-geometry-nodes

What's inside

Skill name
fd3d-geometry-nodes
Description
Build parameterized Blender Geometry Nodes props, scatter, patterns and repeatable mechanisms; use for editable variations rather than one-off destructive modeling.
License
MIT
Metadata
origin: original-kit-skill · version: 1.0
Instructions
24 lines in SKILL.md · view on GitHub

Files (1)

  • SKILL.md

SKILL.md (first lines)

# Geometry Nodes as a source asset

Begin with a Python or manual blockout to establish proportions. Use Geometry Nodes when the user will actually benefit from parameterized changes, distributions or repeatable structure.

## Node-group contract
Expose a small meaningful interface: size, spacing, count, radius, seed, profile and detail tier. Units and min/max ranges must be explicit. Name sockets and the node group semantically; probe the installed Blender API rather than copying obsolete interface calls.

## Pattern recipe
For an interactive dial: curve circle → resample by count → points → instance a beveled knurl segment → align to tangent/radial direction → realize instances only at the delivery boundary. Keep a separate central body and glass lens. Derive seed from the asset identity, not wall-clock time.

For textile/repetition: use source instances in the editable file and bake appearance when microgeometry is below screen-pixel size. A thousand physical stitches across a hero may add cost with no visible benefit.

## Evaluation loop
Vary minimum, nominal and maximum inputs. Check bounding box, part count, non-finite geometry, collisions and render quality. Preserve an editable node version and a evaluated low-poly export. Retain rest transforms and part IDs after realizing instances.

## Gate
No missing external node group, local-only dependency or hidden texture. No unbounded count slider. The export must be tested after applying/evaluating modifiers. A node graph screenshot is documentation, not proof the graph works.

Sources: R05, R06. See `resources/BLENDER-AUTONOMY.md`. This kit describes the node workflow; it does not claim to include a version-tested Geometry Nodes implementation.

## Kit location
Kit root: `{{KIT_ROOT}}`. The sync script expands this token. In the canonical ZIP, resolve the root two directories above this skill folder. Paths mentioned above are relative to that root. Read only the referenced files needed for the task.

From KooshaPari/PhenoShared, MIT.

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Last commit (this folder)
Sep 27, 2026 (1 month ago)

From GitHub (fetched Oct 24, 2026).

Details

Version
1.0
License
MIT
First seen
Oct 24, 2026
Last checked
Oct 24, 2026

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fd3d-geometry-nodes skill. Agent Mart. https://agentmart.dev/skills/kooshapari-fd3d-geometry-nodes (last updated 2026-10-24)