# VibeGeometry Implementation Plan ## Current Phase Build the first reliable scaffold for agent-authored Blender geometry-node scenes. The immediate target is not a full procedural art factory. It is a clean artifact loop with enough structure that agents can generate, inspect, render, and revise graphs without losing the visual target. Planning belongs in this file and the handoff/map state surfaces. Architecture docs should describe durable contracts, boundaries, and data shapes; they should not carry live next-action clutter. ## Near-Term Sequence 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. 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. 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. 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. 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. 7. Generalize after the loop works. - Add reference-image ingestion helpers. - Add headless batch rendering. - Add visual comparison or reviewer prompts. - Add richer examples only after the contracts stop sliding. ## Deferred - Large procedural asset library - Automated visual scoring beyond basic review artifacts - Fine-tuned graph-generation models - Blender add-on packaging - Complex simulation-node workflows before the basic graph loop is stable ## Discipline - Work one bounded organ at a time. - Explain target-to-graph data flow before broad refactors. - Prefer explicit manifests and render evidence over implicit agent memory. - If the diff grows while understanding shrinks, stop and simplify. - Keep history in git; keep persisted state focused on what future sessions need to believe.