Geometry Node Modifier & Spreadsheet

L15

Open the atlas — attach the modifier, read attribute columns like a lab notebook.

Creating A Snowman

Geometry Node Types & Sockets

L16

Learn the color-coded wiring language before building any procedural graph.

Creating A Snowman

Mesh Primitives

L17

Atomic building blocks for snowman body parts and simple blockouts.

Creating A Snowman

Transform Geometry Node

L18

Position primitives into place without leaving the node tree.

Creating A Snowman

Join Geometry Node

L19

Merge body, hat, and accessories into one object for shading.

Creating A Snowman

Set Shade Smooth Node

L20

Control silhouette readability on organic vs hard-surface parts.

Creating A Snowman

Set Material Node

L21

Hook mesh regions to Principled BSDF slots from the geometry side.

Creating A Snowman

Node Organization

L22

Keep study graphs legible — the atlas grows fast without tidy wiring.

Creating A Snowman

The New Principled BSDF

L23

Material grammar companion — pair every geometry lesson with shader vocabulary.

Creating A Snowman

Extrude Mesh Node

L26

Turn flat footprints into readable architecture blocks for city generation.

Creating A City

What Are Fields

L27

Core atlas concept — fields connect lessons, nodes, and Atlas Logos rules.

Creating A City

Instance On Points Node

L28

Featured node — scatter buildings, trees, and markers without duplicating mesh data.

Creating A City

Group Input & Output Nodes

L29

Package city kits and route generators as reusable atlas modules.

Creating A City

Combine XYZ Node

L30

Construct offsets, scales, and directions for transforms and fields.

Creating A City

Math Node

L31

Drive height variation, random thresholds, and index math in procedural rules.

Creating A City

Random Value Node

L32

Controlled chaos — variation without losing reproducible Atlas Logos seeds.

Creating A City

Index Node

L34

Alternate facades, stagger heights, and label elements by order.

Creating A City

Compare Node

L35

Gate rules — only extrude odd indices, only instance on steep faces.

Creating A City

Resample Curve Node

L36

Evenly spaced waypoints along Exodus and mission routes.

Creating A Grassy Landscape

Object Info Node

L37

Anchor procedural setups to scene empties and reference landmarks.

Creating A Grassy Landscape

Align Rotation to Vector Node

L38

Orient instances along paths, slopes, and curve tangents.

Creating A Grassy Landscape

Curve Tangent Node

L39

Drive alignment and mesh profile orientation along route splines.

Creating A Grassy Landscape

Set Position Node

L42

Jitter scatter, lift route markers, and deform point clouds.

Creating A Grassy Landscape

Position Node

L43

Sample spatial coordinates for noise, masks, and domain logic.

Creating A Grassy Landscape

Noise Texture Node

L44

Terrain breakup, grass density, and natural irregularity.

Creating A Grassy Landscape

Distribute Points on Faces Node

L45

Grass, rubble, and facade scatter — face-domain placement hub.

Creating A Grassy Landscape

Curve to Mesh Node

L49

Turn route splines into visible paths, rails, and walls.

Creating A Grassy Landscape

Curve Line Node

L50

Simple route segments for atlas line overlays and debug paths.

Creating A Grassy Landscape

Collection Info Node

L55

Swap building kits and marker libraries without rewiring the graph.

Creating A Grassy Landscape

Capture Attribute Node

L66

Freeze field results for stable shading, export, and named attribute pipelines.

Creating A Grassy Landscape