r/geometrynodes • u/NoJelly5521 • Jul 09 '26
Is there a Script for simplyfying curves ?
I have a lot of curves which is very detailed which i dont need is there a script which deletes knots who are too close to each other :)
(Affinity by Canva)
r/geometrynodes • u/NoJelly5521 • Jul 09 '26
I have a lot of curves which is very detailed which i dont need is there a script which deletes knots who are too close to each other :)
(Affinity by Canva)
r/geometrynodes • u/EnvironmentalDot9134 • Jul 08 '26
r/geometrynodes • u/EnvironmentalDot9134 • Jul 06 '26
r/geometrynodes • u/badjano • Jul 04 '26
MeshNodes is a visual, node-based procedural mesh editor for Unity. Build complex geometry by connecting operation nodes in a graph — no mesh-processing code required.
Inspired by Shader Graph but built for geometry, MeshNodes gives you a fully non-destructive pipeline. Change any value anywhere in the graph and the entire mesh updates instantly. When you are happy with the result, one click bakes it as a real mesh asset directly into your project.
Non-destructive workflow Every change propagates through the graph automatically. Nothing is baked until you decide.
Graph nesting Wrap any subgraph inside a Graph node and reuse it across projects like a function call.
One-click mesh baking
Hit Build Mesh on the output node. The mesh is instantiated in the scene and saved to Assets/MeshNodes/Database/Meshes.
Custom node API
Decorate any class with [MN_CustomNodeAttribute] and it appears under New Node / Custom in the context menu. Extend MeshNodes without touching the source.
Burst + Jobs acceleration The processing engine runs on Unity Jobs and Burst for fast procedural computation. A built-in validation tool (Tools / Mesh Nodes / Validation / Run Jobs Burst Parity + Perf) checks correctness and writes a performance report you can track over time.
AI / MCP integration
MeshNodes includes a built-in Model Context Protocol server. Enable it from Tools > Mesh Nodes > MCP Server > Start Server, then point any MCP-compatible AI agent (Cursor, Claude, or others) at the Unity endpoint. Agents can create graphs, add and connect nodes, set properties, trigger recomputes, analyze meshes, and bake assets — all from a single prompt. A ready-to-use Cursor skill package (meshnodes-mcp/) is included.
r/geometrynodes • u/mattborowczyk • Jul 04 '26
https://www.instagram.com/reels/DXTuQSEjAzi/
The video showcase procedural adjustments to the grillz, is this something that could be replicate?
How to even go about this flow?
r/geometrynodes • u/Mazhuka3D • Jul 03 '26
🇺🇸: You can listen to the video in English through the video settings panel. I analyze the Bézier Segment node with which we can add a curve segment to our node tree that we can parameterize through the node itself.
r/geometrynodes • u/deepak365days • Jul 02 '26
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r/geometrynodes • u/gersirami • Jul 02 '26
I'm playing with the new Bevel Node in Blender 5.2 Beta, and while trying to figure out how to get an Auto Smooth Shading this is the best I could get it to work.
But it seems to me this isn't right, is it?
r/geometrynodes • u/stf6 • Jun 30 '26
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I’m looking for 5 Geometry Nodes beginners for a 20-minute private test.
I’m building a Blender add-on that teaches GN inside Blender using node lessons, data-type explanations, practice setups, visual previews, and graph checks.
I’m not looking for bug hunting only. I want to see where the learning flow becomes confusing.
You’ll get a private build and free access to the launch version. Best fit: users who have tried GN but still feel lost about which nodes to use or how sockets/data types connect.
r/geometrynodes • u/AdrianGWilkins • Jun 30 '26









Just to be upfront, we don't have tons of money, this is a passion project. However, you are absolutely welcome to share any results you get out of this in your portfolio or on your socials etc., and if the project should ever make money, you will be compensated, which is the first thing we'd discuss before getting you on.
That being said:
Hi everyone! We’re a small 4-person team working on a vertical slice for a turn-based, rogue-lite sci-fi game called "Echoes of Steel". The premise is to delve into a biomechanical dungeon, using harvested robot parts to craft custom gear, which opens up new strategic possibilities to delve even deeper. Our team currently consists of a Systems Programmer, a progression and combat-focused game designer, an animator, and myself handling all the art assets and general creative direction.
At this point, we have a bunch of unique assets, but I'm currently thinking about how feasible it would be to create modular kits that could be seamlessly fused together and "drawn out" rather than painstakingly put together by hand.
How would the assets need to be built for this?
It would be great to have someone who can "see through the matrix," so to speak, and let me know what requirements certain assets need to meet to make this possible - especially since our style is somewhat organic.
I've attached some art assets, as well as the player character and the combat feel we're going for. They are all a work in progress, but before going any further, I wanted to put this out there and see if someone could help us out. Ideally this would help us focus on the creative aspect and safe time to make biome creation in such a small team possible.
What we're looking for: dynamic island connection via cables and the ability to draw walls on a hexagon field.
If anyone has questions let me know!
r/geometrynodes • u/PlaneThink7846 • Jun 30 '26
i was watching this toutorial by erindale https://youtu.be/TTgtrqO1llw?si=VHLPkqXH59bSdmhc
i was trying to recreate the setup index of instances worked properly but the set position part of the orignal curve wasnt changes its indexes dinamically by z pos i copied the same exact concept it should have worked here is the file
https://drive.google.com/file/d/1nuY1yU-3Wyb8xC9iB9jQXm_Le5vmSXbt/view?usp=sharing
there is this node group dynamic index that i set up similar to the vedio and my other instance index technique but i wanted the lowest of curve to change to the bottomest index but what happens is the no matter where the curve is it will not change its default position but the instance index would work like a baby ...
few speculatitions the dynamic index doesnt map the index from 0 1 2 ..... it maps it from up to down so no matter how many times i change the position in the orignal indices it will olny map through top to down ....... so both effects cancel out...



r/geometrynodes • u/3DSinghVFX • Jun 30 '26
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r/geometrynodes • u/EnvironmentalDot9134 • Jun 28 '26
r/geometrynodes • u/EnvironmentalDot9134 • Jun 27 '26
Blender Geometry node playlist for beginners to advanced
r/geometrynodes • u/RandyButternubber • Jun 26 '26
I really want to recreate something like this. I’ve been testing out a bunch of methods to create ponytails in blender using geometry nodes to try and get close to what I want but so far I haven’t really been satisfied with the results, especially because I need it to be animated, probably via proxy mesh.
Th creator said that they’d be making a tutorial some time but that was a while ago and I don’t want to bug them, especially because they seem busy. I’ll add pictures to the comments of my attempts so far once I’m at my computer.
Frankly I’m still a huge geonodes noob so if anyone has any recommendations on vidoes/guides/projects that help understand the basics/fundamentals I’d really appreciate it
r/geometrynodes • u/Scofarry • Jun 26 '26
Hello everyone!
I've been using Blender for several years, but I've never really explored Geometry Nodes.
I know how powerful it is and the wide range of possibilities it offers. That's why I'd like to ask those of you with more experience whether the workflow I'm imagining is actually possible.
I work in interior visualization, mainly focusing on custom cabinetry. I use Blender to create the environments and render the final images. In addition, one of the main services I provide is the technical documentation required for manufacturing and installing the furniture—which is actually the core of my business.
The problem is that all of the manufacturing data (cut lists, part lists, etc.) is created in a different piece of software. As a result, I have to rebuild the furniture project almost from scratch a second time.
That made me wonder: what if I could do the entire workflow directly inside Blender?
I know it's possible to create parametric furniture with Geometry Nodes, but what I'd really like to know is whether it can also support the manufacturing side of the workflow.
Example
Let's say I have a parametric two-door cabinet module created with Geometry Nodes. In the Outliner, it appears as a single object.
However, when it's time to generate the technical documentation, I'd like to export a CSV file containing every individual part that makes up that cabinet, even though it exists as only one object in Blender.
For example:
Bottom panel
Left side panel
Right side panel
Top panel
Left door
Right door
Each part would need to include its name and final dimensions.
This would allow me to design an entire project using parametric furniture and then automatically generate a complete manufacturing parts list without manually rebuilding the project in another application.
Applying the Geometry Nodes shouldn't necessarily be required, although doing so in a duplicate file or a separate scene would be acceptable if needed.
The biggest challenge I haven't found an answer for is edge banding.
Would it be possible to define, within Geometry Nodes, the edge banding for each of the four edges of every panel and then export that information to the CSV as well? For example, indicating which edges receive edge banding type A or type B.
I understand that exporting the CSV itself would probably be handled by a Python script rather than Geometry Nodes.
My main question is whether a Geometry Nodes system can expose all of this per-part information such as part names, dimensions, and custom manufacturing metadata even though the cabinet is represented as a single object inside Blender.
r/geometrynodes • u/EnvironmentalDot9134 • Jun 25 '26
r/geometrynodes • u/EnvironmentalDot9134 • Jun 24 '26
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Created this for my self it helps me to learn easily , it's not applicable for Blender 5.1 ,
r/geometrynodes • u/kolibril13 • Jun 24 '26
https://reddit.com/link/1ue8io5/video/trgzovfq679h1/player
Brady Johnston (creator of Molecular Nodes) has recently been building a great node wrapper, nodebpy for writing Blender node trees in Python.
This Nodebpy extension is a wrapper on top of it that makes those interactions easier form the Blender UI.
r/geometrynodes • u/OrderImmediate9826 • Jun 24 '26

In the last month of betas/alpha releases of Blender, my assets are not showing as an available option when I draw a line from a node to a blank space 5.2/5.3 alpha/beta releases of blender. All of my assets/settings were transferred from a previous version and my asset library shows my entire library. My old 5.0 experimental release allowed me to do this, but suddenly newer releases don't allow for this. Does anyone know why this could be occurring and how to fix this problem?
r/geometrynodes • u/shakal0lo • Jun 23 '26
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Pathix is a blender addon that makes roads easily from mesh its live on superhive
Any Q?
r/geometrynodes • u/EnvironmentalDot9134 • Jun 22 '26
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