Blender Geometry Nodes

2026-ongoing | Computational design | B3D

Basics

Basic commands:

Rendering

Geometry nodes:

Examples

  1. 2D grid
    • Grid, Mesh to Points: generate a plane mesh and convert it into points
  2. 3D lattice
    • Mesh Line, another Instance on Points: multiply the grid a long Z axis > 3D lattice
    • Instance on Points: generate instance (lightweight references) on points > 2D grid
    • Set Material
  3. 3D lattice using mathematical process
    • Mesh Line: Generate vertices (count: 1000, offset: 100 mm) > output as a mesh > Mesh to Points: convert the mesh into points
    • Index: get the index number of the element currently being processed like i in for i in range(N): (this case, Mesh Line: 0, 1, 2, 3, … 999) (Document)
    • To create 10 x 10 x 10 lattice points, do some math:
         X goes 0–9 repeatedly             : X = i % 10
         Y goes 0–9 per block              : Y = (i / 10) % 10
         after 100 numbers go one layer up : Z = i / 100
      
    • Combine XYZ > Set Position
    • Instance on Points to generate cube instances

    Blender’s field system hides the loop and hides the list unlike Python or Grasshopper

    • Unlike Python, it does not perform 3 loops
        points = []
        for z in range(10):
            for y in range(10):
                for x in range(10):
                    points.append((x, y, z))
      
    • Unlike Grasshopper, there is no data tree, everything is flattened.
  4. Perforated ball (based on Geometry Nodes Ep02 – Working with Geometry)
    • Ico Sphere > Dual Mesh: create “dual” (turning faces into vertices, vertices into faces) docs
    • Extrude Mesh (Offset: 0.0) > Scale Elements (Scale: 0.9)
    • Delete Geometry (Selection: connect Top from Extrude Mesh)
    • Extrude Mesh + Flip Faces > Join Geometry: create extruded and closed faces > Merge by Distance: merge edges
    • Subdivide Surface > Set Shade Smooth

3D cubes

This is a test randomly removing cubes as the initial state of the CA.

Ref: