Geometry Nodes Modifier

Blendary entry point — every procedural lesson starts by adding this modifier and opening the node editor.

Group Input and Group Output

Turn repeated setups into reusable blocks — essential for city kits and Atlas Logos prefabs.

Fields

The grammar of procedural control — drives placement, rotation, and attribute logic across the atlas.

Attributes

Carry metadata through the graph: building IDs, route markers, material indices.

Named Attributes

Bridge geometry nodes to materials — label facades, terrain zones, and temple zones by name.

Anonymous Attributes

Quick internal wiring — use named attributes when Atlas Logos needs stable material hooks.

Instances

Populate cities, forests, and pillar markers without crushing memory.

Realize Instances

Bake procedural scatter before boolean, UV, or export steps in production scenes.

Curves

Routes, rivers, walls, and Exodus paths — curves are Atlas Logos line grammar.

Meshes

Buildings, terrain blocks, and tabernacle structures live in the mesh domain.

Point Domain

Scatter seeds, instance origins, and route waypoint logic operate here.

Face Domain

Facade variation, terrain tiles, and labeled map regions use face-domain fields.

Viewer Node

Debug scatter, curve samples, and attribute ranges while building Atlas scenes.

Spreadsheet

Verify named attributes, instance counts, and field outputs during study sessions.

Socket Inspection

Read the graph like a schematic — critical when mixing geometry and shader sockets.

Node Warnings

Catch field/domain mistakes early before baking large Atlas Logos scenes.

Node Timings Overlay

Optimize heavy scatter and curve-to-mesh chains in city and landscape generators.