build-procedural-blender-scenes
Build deterministic Blender 4.5 Geometry Nodes systems, modular kits, instanced assemblies, and procedural set dressing.
Skill by TimothyMeadows
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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.
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About
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Permissions
What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.
- Tools
- No tools found
- Secrets
- None asked for
- Install scripts
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Network hosts it talks to 1
codeload.github.com· found in install command
Files it touches
~/.claude/skills/build-procedural-blender-scenes
What's inside
- Skill name
build-procedural-blender-scenes- Description
- Build deterministic Blender 4.5 Geometry Nodes systems, modular kits, instanced assemblies, and procedural set dressing. Use for reproducible scene generation, seed policy, instance ownership, realization decisions, modular placement, and procedural export handoff.
- License
- MIT
- Instructions
- 24 lines in SKILL.md · view on GitHub
Files (3)
- SKILL.md
- openai.yaml · agents/
- procedural-scene-contract.md · references/
SKILL.md (first lines)
# Build Procedural Blender Scenes ## When to use Use for Geometry Nodes, modular kits, deterministic instancing, procedural placement, realization policy, or reproducible scene assembly. ## Workflow 1. Define inputs, stable identifiers, seed ownership, bounds, asset sources, and the inspectable output contract. 2. Separate authored kit pieces from procedural composition and keep dependencies repository-confined. 3. Prefer instances until editing, simulation, render, or export requires realization. 4. Bound density, recursion, node evaluation, memory, and worst-case geometry with measurable limits. 5. Test the same inputs and seed for repeatable structure and named output. 6. Record realization, baking, regeneration, and manual-override policy before staging. Read [procedural-scene-contract.md](references/procedural-scene-contract.md) for deterministic and realization requirements. Read only the subject references needed for the current output: - [modular-kit-assembly.md](references/modular-kit-assembly.md) for dimensions, pivots, junction coverage and complete assembly tests. - [geometry-nodes-authoring.md](references/geometry-nodes-authoring.md) for node interfaces, field domains, evaluation bounds and regeneration evidence. - [vegetation-production.md](references/vegetation-production.md) for plant structure, foliage placement, wind masks and distance-dependent delivery. ## Guardrails - Do not depend on scene order, selection, wall-clock time, or undeclared randomness. - Do not realize instances by default or conceal unbounded output behind viewport culling. - Do not ship a procedural scene without a regeneration or frozen-output policy.
From TimothyMeadows/OpenCaw, MIT.
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Signals
- Stars
- 4
- Forks
- 3
- Open issues
- 2
- Last commit (this folder)
- Aug 9, 2026 (2 months ago)
- Last release
- Aug 11, 2026 (2 months ago)
From GitHub (fetched Oct 24, 2026).
Details
- License
- MIT
- Repository
- github.com/TimothyMeadows/OpenCaw
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
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build-threejs-code-characters
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Author source-native Three.js characters, creatures, and runtime actors through the CODE pipeline's character profile, six ordered gates, independent review…
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build-game-production-tools
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Build reversible game-content tools that derive from authoritative source, isolate drafts, validate imports and exports, and require reviewed integration.
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build-procedural-blender-scenes skill. Agent Mart. https://agentmart.dev/skills/timothymeadows-build-procedural-blender-scenes (last updated 2026-10-24)