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I'm almost done working on a new #GeometryNodes project ... a clean, logical API for creating node trees with code. Geometry, shader and compositor all supported. A clean minimal script that is logical to read and write, rebuilds the node trees interactively on the fly.
22,930 views • 6 months ago •via X (Twitter)
32 Comments

If you are interested, use + follow along here (it's already available via pip / pypi):

Whoa! 😯 it's like visual programming... but with text... Would like to try this thing! 👍

Does feel a bit silly at times to write code to make nodes that are just just code underneath... but it works!

@CosmoMidias Does this mean that we can get Claude (or similar) to create geo nodes? (I know it kind of can ATM with mcp, but it's clunky).

@CosmoMidias That is part of the idea yes. It's a much cleaner, token & context friendly API for LLMs to work with for generating node trees. The documentation ( should already be LLM-friendly if you wanted to give it a try

Now add Texture Nodes support...

It should be very simple to add! I just didn't think anyone actually used texture nodes? I was under the impression it was a deprecated system?

It is, the joke is that I wanted you to implement it for a deprecated system 😎

😅😅😅

dude this is amazing! I'll give it a try right now

lmk how things go!

Looks great, Brady!

Thanks! Very happy with how it is coming together

I was literally looking for something like this last Sunday!

I too have been looking for this... which is why I made it!

Thats insane. Blow my mind

I'm very happy with how it's all coming together!

That's the beauty of working on something ambitious. I am here for every part of it 💯😁

Nice!!! This brings us one step closer to some sort of "VEX" in geometry nodes. Thank you for working on this

Kind of what I was going for yes! We are still limited to what can be expressed in terms of existing nodes, but I'm liking the way the package is shaping up

Yes that's really nice! I'd personnaly love to see a custom node that let's you connect this python expressions you made, so you can have multiple scripts at different places in your node tree. I don't know if this is something you planned on adding

Not possible as an add-on/package unfortunately. Devs don't want to add such a node for performance reasons. They _do_ want to add a "vex-style" scripting language / node, but lots of design decisions remain about what that would look like

There is this "node booster" addon by bd3d that adds a Python Expression node. I unfortunately don't really know how it works.

Blender vex.

What is this editor? How is it connected and updating the graph in blender? It looks repl-like, but I don't think these are repl-based interactions I'm digging into databpy now. Maybe that's the connection. The answer's probably in there somewhere.

The editor itself is @zeddotdev - but the setup is just having Blender check every 0.2 s if the `.py` file has changed, and if so re-run it inside of Blender so it's like editing 'real-time'. Plan is to have it be a companion add-on to `nodebpy`

@zeddotdev ah i see. that's pretty simple. thanks for responding. i'm looking forward to using it for creative programming

Can it be used in reverse? So generate code from existing nodetrees and ask claude to debug or optimize them?

The functionality isn't currently there, but it's definitely on the roadmap and is definitely doable!

Whats the point of geometry nodes if you code anyways? Blender needs a good api and a programming language that doesnt suck.

GN is all C++ under the hood, so you get speed, reliability and quick iteration time when working with nodes. Trying to come up with a nicer API for creating nodes is exactly what this project is trying to do

Wow beautiful
