1

Transform

operationTransform
Open →
Why it matters

Every atlas scene needs placement — move, rotate, and scale inside Geometry Nodes before scatter or export.

First Blender practice

Stack three mesh primitives with Transform Geometry into a simple block layout.

Leaf meaning

Place, rotate, and scale without leaving the node tree — the spatial vocabulary of every atlas scene.

2

Merge

operationMerge
Open →
Why it matters

Separate branches must become one output — join primitives, collections, and instance streams before materials and baking.

First Blender practice

Join three transformed primitives and wire a Collection Info branch for a building kit.

Leaf meaning

Fuse primitives, instance collections, and attribute streams into one export-ready object.

3

Material

operationMaterial
Open →
Why it matters

Geometry without material assignment cannot reach Principled BSDF — stone, wood, and metal start at Set Material + Base Color.

First Blender practice

Open Principled BSDF2.blend, set Base Color and Roughness, assign with Set Material on two mesh regions.

Leaf meaning

Principled BSDF slots and geometry-side material assignment — stone, fabric, metal, and glass for atlas assets.

4

Mask

operationMask
Open →
Why it matters

Procedural power comes from selecting subsets — compare indices, switch branches, and delete what the atlas does not need.

First Blender practice

Use Compare + Index to keep only odd-index faces, then Switch between two extrude heights.

Leaf meaning

Gate extrusions, scatter, and material zones — show only the faces and points the atlas needs.

5

Simulation

operationSimulation
Open →
Why it matters

Rules drive variation — noise, scatter, and repeat zones turn static blocks into living landscapes and cities.

First Blender practice

Distribute points on faces, offset with Noise Texture, and instance a grass card collection.

Leaf meaning

Procedural rules that evolve geometry — scatter, noise, volumes, and repeat zones for living atlas scenes.