Start Geometry Nodes translation corpus

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Meta Vens 2026-05-04 13:11:59 +01:00
commit cc16fbac5a
5 changed files with 142 additions and 11 deletions

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## Current State
VibeGeometry is an initial scaffold. It has persistence machinery, project
orientation docs, and helper tools, but no Blender builder library or artifact
schemas yet.
orientation docs, helper tools, and an initial Geometry Nodes translation corpus
note, but no Blender builder library or artifact schemas yet.
The current next action is to draft the scene brief and node graph manifest
schemas, then validate them against one tiny reference-driven example.
The current next action is to build the first Geometry Nodes translation corpus
entry by inspecting a small public `.blend` node group, mapping its graph in
prose, and recreating it with Geometry Script.
## Important Invariants
@ -47,6 +48,8 @@ schemas, then validate them against one tiny reference-driven example.
- What exact JSON shape should the scene brief use for references,
instructions, target traits, and acceptance criteria?
- What should the first node graph manifest schema require versus merely allow?
- What node-group inspection JSON shape is most useful for translating public
`.blend` examples into Geometry Script?
- Which Blender 5.0+ APIs and node construction helpers should become the
first stable builder layer?
- What is the smallest useful render-review artifact?

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## Near-Term Sequence
1. Define the scene brief contract.
1. Build the first Geometry Nodes translation corpus entry.
- Start from a small public `.blend` with inspectable node groups.
- Use Blender to summarize group sockets, node types, links, modifiers, and
graph shape before translating.
- Write a plain-language map of one source graph before scripting.
- Recreate the graph with Geometry Script using the local Blender 5.1
generated Geometry Script docs for signatures.
- Smoke-test the generated node group in Blender before rendering.
2. Define the scene brief contract.
- Capture references, text instructions, target visual traits, constraints,
camera/composition requirements, acceptance criteria, and known unknowns.
- Preserve source paths or URLs for every reference image.
- Separate visual target description from implementation strategy.
2. Define the node graph manifest contract.
3. Define the node graph manifest contract.
- Describe node groups, sockets, exposed controls, modifiers, attribute
names, field flow, materials, and dependencies.
- Require enough naming and rationale for future agents to inspect the graph.
- Keep graph contracts Blender 5.0+ oriented.
3. Build a minimal Python builder seam.
4. Build a minimal Python builder seam.
- Start with one tiny scene that proves graph construction, material setup,
camera, lighting, save, and render orchestration.
- Prefer small composable helpers for node group creation and socket linking.
- Avoid a giant builder abstraction until repeated graph idioms demand it.
4. Build render review artifacts.
5. Build render review artifacts.
- Store render path, scene brief id, manifest id, script path, Blender
version, review status, visual misses, graph issues, and next hypothesis.
- Treat rendered output as the acceptance surface for visual claims.
5. Add geometry-node idiom notes and examples.
6. Add geometry-node idiom notes and examples.
- Document established patterns for distribution, instancing, curve/surface
generation, attributes, material variation, simulation zones, and exposed
parameters.
- Keep examples small enough to inspect.
- Promote only graph patterns that survive review.
6. Generalize after the loop works.
7. Generalize after the loop works.
- Add reference-image ingestion helpers.
- Add headless batch rendering.
- Add visual comparison or reviewer prompts.