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

3.4 KiB

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.