Blender Concepts
Official geometry concepts from the Geometry Nodes Manual.
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.