SuperAPI AI Directory

geometry-nodes

Design & creation

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Updated 10-15 19:57

About this skill

Geometry Nodes

Reusable procedural systems. Parametric assets. Performance-aware instancing.

When to Use

  • Scatter systems (rocks, vegetation, debris)
  • Parametric buildings, roads, pipes, cables
  • Procedural variation without unique modeling
  • Kit assembly with randomization
  • Non-destructive iteration on large scenes

Workflow

Define Parameters → Build Node Tree → Create Node Group (GN_)
    → Test Variations → Bake/Instance Decision → Export Integration

Node Group Standards

  • Prefix: GN_[System]_[Descriptor]
  • Expose only necessary inputs (seed, density, scale range)
  • Document input ranges in group name or custom properties
  • Version node groups: GN_Scatter_Rocks_v02

Core Patterns

Scatter System

Mesh Surface → Distribute Points on Faces → Instance on Points
    → Randomize Rotation (Z) → Randomize Scale → Realize (optional)

Building Generator

Floor Count (input) → Repeat Mesh → Stack Instances
    → Window Cut Pattern → Material Variation → Output

Cable/Pipe Routing

Curve Input → Curve to Mesh (profile) → Subdivide → Set Material
    → Multiple curves from single path node

Rock Formation

Ico Sphere → Displace (noise) → Decimate → Instance Scatter

Randomization

Parameter Typical Range
Scale 0.8–1.2 (uniform or per-axis)
Rotation Z 0–360°
Density 0.1–2.0 per m²
Seed Integer for reproducibility

Always expose seed as group input for art direction iteration.

Performance Rules

Scenario Approach
Game export Realize instances → decimate → export mesh
Background scatter Keep instanced; limit count
Hero procedural Bake to static mesh for engine
Viewport preview Limit instance count attribute

Reusable Systems Library

Group Purpose
GN_Scatter_Objects Generic surface scatter
GN_Array_Modular Linear modular repetition
GN_Curve_Pipe Pipe/cable along curve
GN_Wall_Variant Parametric wall sections
GN_Vegetation_Cluster Tree/bush clustering

MCP Integration

  1. Create geometry nodes modifier via MCP
  2. Configure group inputs via MCP
  3. Query instance count and final polycount
  4. Realize geometry for export via MCP
  5. Organize GN objects in dedicated collection

Integration with Export

Before export:

  1. Apply geometry nodes modifier OR
  2. Realize instances and merge OR
  3. Export as instances if engine supports (Unreal HISM)

Document which approach per target engine.

Constraints

MUST DO

  • Create reusable node groups, not one-off trees
  • Expose seed and density as inputs
  • Test at min/max parameter extremes
  • Realize/bake before game export unless engine supports instances
  • Name groups with GN_ prefix

MUST NOT DO

  • Million-instance scatter without LOD/culling plan
  • Nested realize operations (performance killer)
  • Hardcode values that should be inputs
  • Export procedural without polycount validation
  • Skip variation testing at boundary values

Reference Guide

Topic Reference Load When
Scatter recipes references/scatter-systems.md Environment scatter
Building generators references/building-generators.md Architectural procedural