Folds item sockets (addNodeItem), zones (addZone, in v1), interface field-ness, multi-input sockets, library groups (linkNodeGroupAsset) and evaluated read-back (queryEvaluated) into the design. node_graph_probe.py ran 37 checks on Blender 5.2.3 LTS; it corrected the modifier input API, opaque interface identifiers, capture item identifiers, Poisson socket availability and the library asset counts. A verification-status table records what was and was not run. Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
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Blender node graphs: worked examples
Companion to blender-node-graphs.md. Real geometry-node
setups, what each does, how it would be expressed as Brokkr node-graph ops, and what
the design could not say. A design gap is marked GAP and numbered; the list, with
what each became, is at the end.
What was run. The graph shapes come from sources that were run elsewhere (below). On
2026-11-07 the vocabulary was run on Blender 5.2.3 LTS by
node_graph_probe.py (37 checks, all
pass): socket and item identifiers, a repeat zone, capture items, multi-input order,
interface fields, a linked essentials group, evaluated counts, and example 2's
boundary_step built as ops and evaluated. No op was applied by the Brokkr adapter (there
is none), and examples 1, 3, 4, 5 and 6 as written were not built end to end; their node
types and the identifiers they use were checked only where an example says so. Socket names
in the listings are display names; the real identifiers equal them except where the notes say
otherwise (Math's repeats are Value, Value_001; item sockets are Value_1; interface
sockets of a node group are opaque Socket_N, so gin.Radius is shorthand for the
identifier the interface assigned).
Where the setups came from
- Searched:
/opt/commonsholds no.blend, node-tree JSON or Python node trees. The only node-tree files on the machine are Blender 5.2's own asset libraries under the Idunn-managed Blender release (geometry_nodes_essentials.blend,geometry_nodes_dynamics_assets.blend; zstd-compressed). Their node-group names were read; their internals were not decomposed (that needs Blender). - VibeGeometry history (
GameCult/VibeGeometry, before commit09bff8c, "Focus on vg-csg"): a translation corpus of public Blender geometry-node files into Geometry Script Python, each verified on Blender 5.1.1 by comparing evaluated mesh counts against the source graph (docs/research/translations/*.md,examples/geometry_script/*.py). The grass tuft, index-of-nearest, labyrinth and raycast setups below are from there. Its failure notes are design evidence and are used in the gaps. - Not usable as sources:
GameCult/geometry-scriptis the DSL fork, not a graph library; the.blendfiles VibeGeometry generated (Aetheria Bloom, Lucent Tether) are outputs of Python, discussed in example 6.
Notation
Ops are written as the design's actions, one per line. A node has an id (Brokkr's),
a blIdname, node-level properties, and literal input defaults. A link is
from.Socket -> to.Socket. gin/gout are the group's Group Input / Group Output
nodes. ref is a typed reference by name.
1. Grass tuft generator (scatter, instance, capture, deform)
Source: Blender demo instance_attribtues.blend, group Grass Tuft Generator;
Geometry Script recreation verified (45 vertices default, 165 wider and curlier; deltas
0). Does: builds a small disc, scatters Poisson points over it (denser near the
centre), instances one tapered blade curve on each point, remembers each instance's root
position before realizing, then bends every blade around its own root (more curl toward
the tip and toward the rim) and turns the curves into thin triangular tubes.
createNodeGroup geometry "Grass Tuft Generator" interface=[
in Height Float 0.2 | in Radius Float 0.05 | in Density Float 1.0
in Thickness Float 0.01 | in Curl Float 0.5 | in Seed Int 0
out Geometry Geometry ]
# seed surface
addNode disc GeometryNodeMeshCircle properties{fill_type: TRIANGLE_FAN} inputs{Vertices: 12}
addNode sub GeometryNodeSubdivideMesh inputs{Level: 3}
addNode pos1 GeometryNodeInputPosition # radial distance
addNode pos2 GeometryNodeInputPosition # captured on the instance domain
addNode rlen ShaderNodeVectorMath properties{operation: LENGTH}
addNode falloff ShaderNodeMapRange properties{data_type: FLOAT, interpolation_type: SMOOTHSTEP, clamp: true}
inputs{"From Min": 0, "To Min": 1.0, "To Max": 0.39}
# points
addNode t2 ShaderNodeMath properties{operation: MULTIPLY} inputs{Value_001: 2.0}
addNode dmin ShaderNodeMath properties{operation: DIVIDE}
addNode dmax ShaderNodeMath properties{operation: MULTIPLY} inputs{Value_001: 5000.0}
addNode scatter GeometryNodeDistributePointsOnFaces properties{distribute_method: POISSON}
# one blade
addNode hvec ShaderNodeCombineXYZ
addNode spine GeometryNodeMeshLine properties{mode: END_POINTS, count_mode: TOTAL}
inputs{Count: 5, "Start Location": [0,0,0]}
addNode tocurve GeometryNodeMeshToCurve properties{mode: EDGES}
addNode sp GeometryNodeSplineParameter
addNode taper ShaderNodeMath properties{operation: SUBTRACT} inputs{Value: 1.0}
addNode blade GeometryNodeSetCurveRadius
# instance, scale, remember root, realize
addNode inst GeometryNodeInstanceOnPoints
addNode scl GeometryNodeScaleInstances inputs{"Local Space": true}
addNode cap GeometryNodeCaptureAttribute properties{domain: INSTANCE}
addNodeItem cap capture_items VECTOR "Root" # GAP 1 (closed): input Value, output Attribute
addNode real GeometryNodeRealizeInstances
# curl around each root
addNode rnorm ShaderNodeVectorMath properties{operation: NORMALIZE}
addNode tan ShaderNodeVectorRotate properties{rotation_type: Z_AXIS} inputs{Angle: 1.5708}
addNode rlen2 ShaderNodeVectorMath properties{operation: LENGTH}
addNode cfall ShaderNodeMapRange properties{data_type: FLOAT, interpolation_type: SMOOTHSTEP, clamp: true}
inputs{"From Min": 0, "To Min": 0.2, "To Max": 2.0}
addNode c1 ShaderNodeMath properties{operation: MULTIPLY}
addNode c2 ShaderNodeMath properties{operation: MULTIPLY}
addNode sp2 GeometryNodeSplineParameter
addNode pos3 GeometryNodeInputPosition
addNode rot ShaderNodeVectorRotate properties{rotation_type: AXIS_ANGLE}
addNode setpos GeometryNodeSetPosition
# tube
addNode prof GeometryNodeCurvePrimitiveCircle properties{mode: RADIUS} inputs{Resolution: 3}
addNode nattr GeometryNodeInputNamedAttribute properties{data_type: FLOAT} inputs{Name: "radius"}
addNode rsw GeometryNodeSwitch properties{input_type: FLOAT} inputs{False: 1.0}
addNode c2m GeometryNodeCurveToMesh inputs{"Fill Caps": false}
addNode smooth GeometryNodeSetShadeSmooth properties{domain: FACE} inputs{"Shade Smooth": false}
addNode mat GeometryNodeSetMaterial
Links (the wiring, about 45; the group inputs fan out):
gin.Radius -> disc.Radius disc.Mesh -> sub.Mesh
pos1.Position -> rlen.Vector rlen.Value -> falloff.Value gin.Radius -> falloff."From Max"
gin.Thickness -> t2.Value t2.Value -> dmin.Value gin.Density -> dmin.Value_001
gin.Density -> dmax.Value sub.Mesh -> scatter.Mesh dmin.Value -> scatter."Distance Min"
dmax.Value -> scatter."Density Max" falloff.Result -> scatter."Density Factor" gin.Seed -> scatter.Seed
gin.Height -> hvec.Z hvec.Vector -> spine.Offset spine.Mesh -> tocurve.Mesh
sp.Factor -> taper.Value_001 tocurve.Curve -> blade.Curve taper.Value -> blade.Radius
scatter.Points -> inst.Points blade.Curve -> inst.Instance inst.Instances -> scl.Instances
falloff.Result -> scl.Scale scl.Instances -> cap.Geometry pos2.Position -> cap.Value
cap.Geometry -> real.Geometry cap.Attribute -> rnorm.Vector rnorm.Vector -> tan.Vector
cap.Attribute -> rlen2.Vector rlen2.Value -> cfall.Value gin.Radius -> cfall."From Max"
sp2.Factor -> c1.Value gin.Curl -> c1.Value_001 c1.Value -> c2.Value
cfall.Result -> c2.Value_001 pos3.Position -> rot.Vector cap.Attribute -> rot.Center
tan.Vector -> rot.Axis c2.Value -> rot.Angle real.Geometry -> setpos.Geometry
rot.Vector -> setpos.Position gin.Thickness -> prof.Radius nattr.Exists -> rsw.Switch
nattr.Attribute -> rsw.True setpos.Geometry -> c2m.Curve prof.Curve -> c2m."Profile Curve"
rsw.Output -> c2m.Scale c2m.Mesh -> smooth.Mesh smooth.Mesh -> mat.Geometry
mat.Geometry -> gout.Geometry
About 40 nodes and 45 links; the counts are from reading the script, not from Blender.
Expressible now: all of it, with addNodeItem for the capture item. What was
checked and what was not: the capture item (capture_items.new('VECTOR', name) gives input
Value, output Attribute; a second item gives Value_1/Attribute_1), a capture of a
position stored back as a named attribute, Scale Instances.Scale accepting a float link (it
is a vector socket), and the identifiers of Math/Vector Math/Map Range/Switch used above. The
other ~35 nodes were not instantiated, so their identifiers here are display names taken from
the script; the full graph was not built.
- GAP 1, item sockets: closed by
addNodeItem. VibeGeometry hit this: on Blender 5.1 a generic capture call did not create the item, and the verified script adds it explicitly. - GAP 3, field sockets: closed in design.
scatter."Density Factor",scl.Scale,c2.Valueare fields; Brokkr does not model that,link.is_validdecides (field into a single-value socket is invalid; checked onCube.SizeandExtrude Mesh.Mesh). Interface sockets carrystructureanddefaultInput. - GAP 8, evaluated read-back: closed in design by
queryEvaluated: VibeGeometry judged correctness by evaluated vertex/edge/face counts, andto_mesh()counts were read back here.
Ordering note, corrected: scatter's Poisson-only sockets (Distance Min, Density Max,
Density Factor) exist before distribute_method is set and swap is_unavailable with the
random-mode Density socket when it changes [verified]. So identifiers are stable; what
changes is availability. addNode still applies properties before inputs, so that setting an
input on a socket that is unavailable under the old mode is not refused by mistake.
2. Index of nearest: constraint helpers for a point simulation
Source: Blender demo index_of_nearest.blend; helper groups boundary_step,
update_velocity, collision_step, collider_step, verified on 5.1.1 by driving each
field output into Set Position and comparing point positions. Does: keeps points in
a circular table (boundary_step), limits and smooths their velocity (update_velocity),
pushes a point off its nearest neighbour when they overlap (collision_step), and pushes
points out of an obstacle object (collider_step). The main group wraps these in a
Simulation zone that advances them every frame.
boundary_step complete (8 nodes):
createNodeGroup geometry "Boundary Step" interface=[
in Geometry Geometry | in Vector Vector (0,0,0) | in B Float 0.05 | out Geometry Geometry ]
addNode pos GeometryNodeInputPosition
addNode rel ShaderNodeVectorMath properties{operation: SUBTRACT}
addNode dist ShaderNodeVectorMath properties{operation: LENGTH}
addNode outside FunctionNodeCompare properties{data_type: FLOAT, mode: ELEMENT, operation: GREATER_THAN}
addNode dir ShaderNodeVectorMath properties{operation: NORMALIZE}
addNode edge ShaderNodeVectorMath properties{operation: SCALE}
addNode flat ShaderNodeVectorMath properties{operation: MULTIPLY} inputs{Vector_001: [1,1,0]}
addNode setpos GeometryNodeSetPosition
pos.Position->rel.Vector gin.Vector->rel.Vector_001 rel.Vector->dist.Vector
dist.Value->outside.A gin.B->outside.B rel.Vector->dir.Vector
dir.Vector->edge.Vector gin.B->edge.Scale edge.Vector->flat.Vector
gin.Geometry->setpos.Geometry outside.Result->setpos.Selection flat.Vector->setpos.Position
setpos.Geometry->gout.Geometry
(rel has two vector inputs, Vector and Vector_001, hence the identifier suffixes.)
collision_step adds GeometryNodeIndexOfNearest and GeometryNodeFieldAtIndex
(Evaluate at Index) plus a GeometryNodeInputRadius field; collider_step takes an
object (ref(object, name)) through GeometryNodeObjectInfo. update_velocity has no
geometry input at all: it is a pure field function returning a vector.
Expressible now: the helper groups, all of them, as plain graphs, and the zone around
them. Run: boundary_step above was built as ops by the probe (with Vector Math operation
set before links, Vector_001 as the second vector, interface sockets resolved from names to
Socket_N) and evaluated on a three-point line (x = 0, 2, 4, B = 0.5): the centre point stayed, the two outside points were pulled to x = 0.5. Its outputs
were not compared to the Blender demo's result, so this shows the ops are valid, not that the
translation is faithful. The other three helpers were not built.
- GAP 2, zones: closed in design (
addZone,addNodeItemon the output node, zones are v1 in the main doc). The simulation wrapper is, in ops:
addZone simulation inId=simIn outId=simOut # Simulation Input / Output, paired; item Geometry = Item_0
addNodeItem simOut state_items VECTOR "Velocity" # adds Item_1 on both halves
gin.Geometry -> simIn.Item_0 simIn.Item_0 -> step.Geometry step.Geometry -> simOut.Item_0
simOut.Item_0 -> gout.Geometry simIn."Delta Time" -> (collision step)
The pairing, item identifiers, Delta Time and Skip sockets were checked; a simulation
was not evaluated (the probe ran a repeat zone instead, 3 then 5 iterations).
- GAP 3, field-valued group outputs: closed in design.
update_velocityreturns a field and takes field inputs;InterfaceSocket.structure(FIELDset and read back, a field linked into a group's FIELD input and evaluated per element) anddefaultInput(POSITIONandNORMALset and read back) cover it. A field-valued output socket was not built. - Harnesses. VibeGeometry could only observe
update_velocityby wiring its vector intoSet Positionof a test point cloud; withqueryEvaluatedthat harness is a normal Brokkr test: build, assign, read back counts and the bounding box.
3. Raycast minigame: ray pipeline helpers
Source: Blender demo raycast-minigame.blend; helper groups Initial Direction,
Line to be Casted, Cast Rays. Does: makes a ray direction from Euler angles,
builds a polyline of N points starting at a position, then for each bounce casts a ray
from the previous point into a target mesh, places the next point just short of the hit
(0.999 of the distance), reflects the direction off the hit normal and accumulates the
travelled distance.
createNodeGroup shaderGroup "Initial Direction" interface=[in Rotation Vector (0,0,0) | out Direction Vector]
addNode fwd FunctionNodeInputVector properties{vector: [1,0,0]}
addNode turn ShaderNodeVectorRotate properties{rotation_type: EULER_XYZ}
fwd.Vector->turn.Vector gin.Rotation->turn.Rotation turn.Vector->gout.Direction
Line to be Casted: GeometryNodeCurvePrimitiveLine (zero length) -> GeometryNodeSetPosition
(offset Start Pos) -> GeometryNodeResampleCurve (count Line Size) -> out. Cast Rays:
GeometryNodeSampleIndex (previous point), GeometryNodeRaycast (target geometry from a
GeometryNodeObjectInfo of ref(object, ...), ray direction, Hit Position/Normal/
Distance), ShaderNodeVectorMath SCALE 0.999, GeometryNodeSetPosition at Hit Index,
ShaderNodeVectorMath REFLECT, ShaderNodeMath ADD and +1 for the index.
Expressible now: all three helpers, including the target object, which is a
ref(object, name) default on the Object Info node, and the bounce loop as a Repeat zone
(addZone repeat; state items for position, direction and distance; Iterations = the
bounce count). The repeat mechanics were run (a Set Position repeated 3 and 5 times); this
graph was not built, so Raycast, Sample Index and Object Info identifiers are unchecked.
The Euler/axis rotation_type enum values differ by node type and are read from the running
Blender, not assumed. GAP 2 closed in design.
4. Shortest-path labyrinth
Source: Blender demo labyrinth-shortest_path-simon_thommes.blend, group Solvable Labyrinth Generator; verified on 5.1.1 (22,730 vertices unsolved, 25,484 solved, deltas
0). Does: builds a grid, randomly closes edges, keeps the walkable graph, finds the
shortest path from a start to the farthest reachable point, then builds wall tubes and a
solution tube (revealed by a Solve value) with start and end markers.
Stages as ops (the full graph is about 40 nodes; the shape is what matters):
addNode grid GeometryNodeMeshGrid # square grid, UVs stored on the corner domain
addNode uv GeometryNodeStoreNamedAttribute properties{data_type: FLOAT2, domain: CORNER}
addNode cost ...random edge costs from edge-neighbour counts + random boolean
addNode sep GeometryNodeInputEdgeNeighbors ; FunctionNodeRandomValue
addNode paths GeometryNodeInputShortestEdgePaths # root = vertex index 0
addNode sel GeometryNodeEdgePathsToSelection
addNode cap1 GeometryNodeCaptureAttribute properties{domain: EDGE} + addNodeItem capture_items BOOLEAN # GAP 1
addNode carve GeometryNodeSubdivideMesh -> GeometryNodeDeleteGeometry (selected points)
addNode paths2 GeometryNodeInputShortestEdgePaths (on the carved graph, farthest X point)
addNode curves GeometryNodeEdgePathsToCurves
addNode ends GeometryNodeInstanceOnPoints (sphere markers) -> capture instance index "Start/End"
addNode trim GeometryNodeTrimCurve (Solve) -> capture curve-domain "Path" boolean
addNode fillet GeometryNodeFilletCurve -> GeometryNodeSetCurveRadius -> GeometryNodeCurveToMesh
addNode join GeometryNodeJoinGeometry # markers + tubes + base grid
Expressible now, not built. Every node is a plain node; the sequencing is plain links.
GAP 1 (capture items, three of them) is addNodeItem. GAP 4 (Join Geometry is a
multi-input socket: many links, order meaningful) is closed in design: the socket reports
is_multi_input, linkSockets appends into it instead of replacing, and position reorders.
Checked on 5.2.3: three links gave sort ids 0, 1, 2 in creation order, the sort id is read-only,
an identical second link is not created, and the evaluated result begins with the last
linked input (so a client that wants a given geometry first links it last). The labyrinth
graph itself was not built. VibeGeometry's note on this graph is a design requirement for Brokkr:
"anonymous Value nodes are easy for converter output to misassign" - a translation
that trusted generated variable names built the right topology at the wrong size. The
document must carry values by node id and socket identifier (it does), never by
inferred names.
5. Library node groups: scatter, tube, array from Blender's essentials
Source: Blender 5.2.3's geometry_nodes_essentials.blend, read by Blender with
bpy.data.libraries.load(..., assets_only=True): 28 asset node groups, among them Scatter on Surface, Instance on Elements, Randomize Transforms, Random Rotation, Array, Curve to Tube, Smooth by Angle, Displace Geometry, Box Selection, Sphere Selection, Normal Selection, Smooth Geometry, Project with Depth, Is Edge Boundary, Is Edge Loose, Is Edge Manifold, Is UV Split, Edge Length, Geometry Input, Capture Rest Geometry and the
cylindrical/spherical combine and separate helpers. geometry_nodes_dynamics_assets.blend
lists 6 (Set Effector, Hair Dynamics, Custom Force, Custom Effector, Collider, Cloth
Dynamics (Experimental)). The earlier revision's "35" and "59" (and names such as Curve UV,
XPBD Simulation, For Each Typed Bundle) were not produced by Blender's asset listing
(Curve UV is a hidden dot-named helper, not an asset): withdrawn. Does: a user composes a scatter in two nodes instead of thirty.
createNodeGroup geometry "Rock Field" interface=[in Geometry Geometry | in Density Float 5 | out Geometry Geometry]
linkNodeGroupAsset library="essentials" groupName="Scatter on Surface" # GAP 5 (closed)
linkNodeGroupAsset library="essentials" groupName="Random Rotation"
addNode scatter GeometryNodeGroup group{treeKey: "Scatter on Surface", library: "essentials"}
addNode rotate GeometryNodeGroup group{treeKey: "Random Rotation", library: "essentials"}
gin.Geometry -> scatter.<identifier of "Mesh"> scatter.<identifier of "Instances"> -> gout.Geometry
assignNodeTree geometry "Rock Field" objectName="Terrain"
Run: the probe linked Array from essentials, instantiated it as a Group node, linked a
cube into its geometry input and its geometry output to the group output, and evaluated a mesh.
Linking Scatter on Surface and reading its interface worked; it was not evaluated. Findings
that change the sketch above: the linked group's interface identifiers are opaque (Socket_0
is Mesh, Socket_30 is the Density Method menu), so ops address them by interface name
resolved from read-back; the group is read-only; linking pulls dot-named helper groups with it.
The exact input names of Scatter on Surface (Density, Distribution Method...) were read
from its interface, but Rock Field as written was not built.
GAP 5, closed in design as linkNodeGroupAsset: a library is a configured allow-listed
directory or the shipped assets/nodes files, never a client path, with the same confinement
as importGltf, and the loaded group is scanned for excluded nodes (Script nodes) before it
is kept.
6. Scripted habitats (Aetheria Bloom, Lucent Tether)
Source: VibeGeometry's own studies: a rotating-cylinder habitat with spiralling
spokes, terraces, roads and noise-driven slums (aetheria_bloom_habitat.py), and a
tethered habitat. Do: build a whole station from layered cylindrical coordinates.
They are hundreds of nodes, written as Python with loops and helper functions, and
saved as .blend outputs.
Not practical as ops today. Each node as an op is hundreds of intents; the Python form is shorter because functions and loops are the compression. Two honest readings:
- The document is the compiled form. The authoring tool for large graphs stays a DSL
like Geometry Script (which runs Python, and so is exactly what Brokkr must not
expose), and what Brokkr carries is the graph it emits, applied as one
editNodeTreebatch. That keeps Python out of the add-on's surface and still lets an agent author. - GAP 7, recipes. The design's optional cut 5 (named graph builders over the document) becomes necessary here, not optional: otherwise a client re-derives hundreds of nodes per habitat.
Design gaps found
Status as of the 2026-11-07 revision. "Closed in design" means the main doc now specifies it and the Blender API behind it was run where the doc says [verified 5.2.3]; none is implemented.
| # | gap | seen in | status | where |
|---|---|---|---|---|
| 1 | Item sockets: Capture Attribute items, Repeat/Simulation state items, Menu and Index Switch items, Join/Bundle items are grown by the node | 1, 4 | closed in design. addNodeItem/removeNodeItem, Node.items; capture and repeat/simulation items verified, menu/index-switch/bundle items not |
"Item sockets" |
| 2 | Zones: Simulation, Repeat, For Each Element come as paired nodes | 2, 3, essentials | closed in design, in v1. addZone/removeZone, pairedWith; repeat evaluated, simulation and for-each not |
"Zones" |
| 3 | Field-ness and implicit defaults on interface sockets | 1, 2 | closed in design. structure, defaultInput, attributeDomain, hideValue, panels; verified except attributeDomain effect |
InterfaceSocket |
| 4 | Multi-input sockets: many links, order matters | 4 | closed in design. multiInput, Link.order, linkSockets position; verified except the middle of the order and reorder-by-relink |
"Multi-input sockets" |
| 5 | Library/asset groups | 5 | closed in design. linkNodeGroupAsset, GroupRef.library; link and evaluate verified, append and user libraries not |
"Library node groups" |
| 6 | Socket types beyond the list: Menu, Bundle, Closure, List | essentials | partly closed. Menu seen on a real interface; Bundle/Closure/List added to Socket.type by name only (Closure/List node types exist in the 5.2.3 type list, none instantiated); setting values unverified |
Socket.type |
| 7 | Authoring at scale: hundreds of nodes | 6 | open. Recipes (cut 6) against applyNodeGraph; no decision |
Open questions 1, 6 |
| 8 | No evaluated read-back | 1-4 | closed in design. queryEvaluated, brokkr.blender.evaluated_geometry.v0; counts, attribute names, bound_box verified |
"Evaluated read-back" |
| 9 | Baking and caches | 2, essentials | open, out of scope for v1. Needs its own action and a confined cache directory; GeometryNodeBake exists |
non-goals |
| 10 | Drivers and animation on node values | common | open, out of scope by safety rule 2; keyframes (data only) could be added | non-goals |
| 11 | Node parenting, frames, colours | readable graphs | closed in design. Node.parent, Node.color; the properties exist on the node, setting them was not run |
Node |
New gaps this revision found, none in the original list:
| # | gap | status |
|---|---|---|
| 12 | Interface identifiers are opaque (Socket_N): group ops cannot address gin.Radius |
resolved in design: name to identifier at apply time, socket_ambiguous, identifiers in read-back |
| 13 | modifier[identifier] does not exist on 5.2.3: setModifierInput as first written would fail |
corrected: modifier.properties.inputs.<id>.value, plus update_tag |
| 14 | Zone nodes and item nodes carry virtual __extend__ sockets that must not enter the document |
read-back skips NodeSocketVirtual |
| 15 | Evaluation can run unbounded work (Repeat Iterations is data) |
literal cap and an explicit, serialized queryEvaluated; link-fed values stay a stated residual risk |
Lessons carried into the design
- VibeGeometry verified on Blender 5.1.1; the probe ran on 5.2.3 LTS (Steam). Group
interface through
tree.interface, explicit capture items and zone pairing now have a 5.2.3 run behind them; menu socket defaults still need tolerance; nested tree-group references behave differently on 4.x (their patch 0001 fixesGeometry Scriptfor it), unverified here. - Verify against evaluated geometry, not only the tree (gap 8).
- Address everything by
idandidentifier, never by position or generated name (example 4). - Large graphs need a compression layer above the document (example 6, gap 7).