VibeGeometry/notes/vibegeometry-implementation-plan.md
2026-05-04 13:11:59 +01:00

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# 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.