--- name: blender-procedural-geometry description: Create deterministic Blender 4.5 procedural assets and worlds. Use for Geometry Nodes, fields, instancing, scattering, curve-based construction, reusable node groups, procedural variation, bpy graph creation, and scalable scene generation. --- # Procedural geometry Treat a node graph as a parameterized asset with stable inputs, explicit units, deterministic seeds, and a measurable geometry budget. 1. Define exposed inputs, coordinate space, seed, source collection, and output ownership. 2. Build the smallest graph that proves the form; name node groups and frames by role. 3. Use fields to vary geometry and instances; keep repeated geometry instanced until a downstream operation requires realization. 4. Separate generation from shading, simulation, and export conversion. 5. Measure evaluated instance count, vertex count, memory impact, and target-engine compatibility. Load [geometry-nodes.md](references/geometry-nodes.md) for graph/field patterns. Load [scripting-instancing.md](references/scripting-instancing.md) for `bpy`, data-block reuse, determinism, and performance. ## MCP verification Build or audit node groups through `execute_blender_code`; return graph/node/link counts in the result dict. Use `get_objects_summary` to confirm instance counts and collection ownership after scattering or instancing.