blender-procedural-workflow · git:20260731.e6fdb20 · 2026-07-31 · sha256 f6122a316fc288b4
blender-procedural-workflow git:20260731.e6fdb20A
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--- name: blender-procedural-workflow description: 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. --- # Blender Procedural Workflow 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. 2. 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. 3. Use deterministic seed handling. When instances must remain stable across revisions, derive randomness from stable element IDs rather than evaluation order. 4. 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. 5. For terrain/scatter systems, validate slope, normal alignment, collision or exclusion zones, density falloff, scale range, clipping, and silhouette. 6. 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. 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.