Rendered headless by the example itself — click to zoom.
blender --background --python examples/gn-instance-grid/gn_instance_grid.py --
A runnable example that builds a generative Geometry Nodes tree — Mesh Grid → Instance on Points → Realize Instances → Transform → Set Shade Smooth — and attaches it as a NODES modifier, following the geometry-nodes-python skill. The tree has no Group Input: the grid and cube primitives live inside the node group.
What it witnesses: instancing is not free geometry until you realize it. The check asserts the closed-form evaluated topology — verts = grid points × cube verts (3 × 3 × 8 = 72), faces = 9 × 6 — that a Set Material node carries the lime accent, and that the corner instance center sits at its closed-form grid coordinate. If Realize Instances is omitted, the evaluated mesh is empty and the counts fail.
Run
# Cheap correctness check (no render) — the CI check:
blender --background --python gn_instance_grid.py --
# Also render a still (EEVEE on a GPU host; use --engine cycles on GPU-less hosts):
blender --background --python gn_instance_grid.py -- --output grid.png
blender --background --python gn_instance_grid.py -- --output grid.png --engine cycles
It exits non-zero on failure (wrong carrier, topology mismatch, missing material, or misplaced corner). The blender-smoke workflow runs the check on Blender 4.5 LTS and 5.1.
Source
"""Geometry Nodes Instance-on-Points grid — a runnable example. Witnesses the geometry-nodes-python construction contract for instancing: a generative GeometryNodeTree (Mesh Grid → Instance on Points → Realize Instances → Transform) attached as a NODES modifier, with no Group Input geometry. The check asserts the closed-form evaluated topology — verts = grid_points × cube_verts — proving instances were realized, not left as empty instance geometry, and that a corner instance sits at its closed-form grid coordinate. By default it runs only the correctness check (no render) — the CI smoke check. Pass --output to also render a still: blender --background --python gn_instance_grid.py -- # check only blender --background --python gn_instance_grid.py -- --output g.png # + render """ import bpy, bmesh, sys, os, math, argparse GRID_X = 3 GRID_Y = 3 GRID_SIZE = 2.4 CUBE_SIZE = 0.42 CUBE_VERTS = 8 CUBE_FACES = 6 GRID_POINTS = GRID_X * GRID_Y EXPECT_VERTS = GRID_POINTS * CUBE_VERTS EXPECT_FACES = GRID_POINTS * CUBE_FACES # Mesh Grid spans [-GRID_SIZE/2, +GRID_SIZE/2]; corner point at (+half, +half) GRID_HALF = GRID_SIZE / 2 # after Transform lift, corner cube center is at (GRID_HALF, GRID_HALF, CUBE_SIZE/2) CORNER_CENTER = (GRID_HALF, GRID_HALF, CUBE_SIZE / 2) def build_instance_grid_tree(material=None): tree = bpy.data.node_groups.new("InstanceGrid", 'GeometryNodeTree') # generative: no Group Input — the tree owns the geometry tree.interface.new_socket( name="Geometry", in_out='OUTPUT', socket_type='NodeSocketGeometry', ) go = tree.nodes.new('NodeGroupOutput') grid = tree.nodes.new('GeometryNodeMeshGrid') grid.inputs["Size X"].default_value = GRID_SIZE grid.inputs["Size Y"].default_value = GRID_SIZE grid.inputs["Vertices X"].default_value = GRID_X grid.inputs["Vertices Y"].default_value = GRID_Y cube = tree.nodes.new('GeometryNodeMeshCube') cube.inputs["Size"].default_value = (CUBE_SIZE, CUBE_SIZE, CUBE_SIZE) iop = tree.nodes.new('GeometryNodeInstanceOnPoints') realize = tree.nodes.new('GeometryNodeRealizeInstances') xform = tree.nodes.new('GeometryNodeTransform') # cubes are centered on grid points at z=0; lift so they rest on the floor xform.inputs["Translation"].default_value = (0.0, 0.0, CUBE_SIZE / 2) # crisp facets — matches the other studio examples shade = tree.nodes.new('GeometryNodeSetShadeSmooth') shade.inputs["Shade Smooth"].default_value = False tree.links.new(grid.outputs["Mesh"], iop.inputs["Points"]) tree.links.new(cube.outputs["Mesh"], iop.inputs["Instance"]) tree.links.new(iop.outputs["Instances"], realize.inputs["Geometry"]) tree.links.new(realize.outputs["Geometry"], xform.inputs["Geometry"]) tree.links.new(xform.outputs["Geometry"], shade.inputs["Geometry"]) out_socket = shade.outputs["Geometry"] if material is not None: set_mat = tree.nodes.new('GeometryNodeSetMaterial') set_mat.inputs["Material"].default_value = material tree.links.new(out_socket, set_mat.inputs["Geometry"]) out_socket = set_mat.outputs["Geometry"] tree.links.new(out_socket, go.inputs["Geometry"]) return tree def build(): bpy.ops.wm.read_factory_settings(use_empty=True) # carrier mesh is unused by the generative tree; one vertex is enough me = bpy.data.meshes.new("Carrier") me.vertices.add(1) obj = bpy.data.objects.new("InstanceGrid", me) bpy.context.collection.objects.link(obj) mat = bpy.data.materials.new("Lime") mat.use_nodes = True bsdf = mat.node_tree.nodes["Principled BSDF"] bsdf.inputs["Base Color"].default_value = (0.22, 0.95, 0.06, 1.0) # lime bsdf.inputs["Roughness"].default_value = 0.22 tree = build_instance_grid_tree(material=mat) mod = obj.modifiers.new("instance_grid", 'NODES') mod.node_group = tree return obj, mat def check(obj): base = len(obj.data.vertices) if base != 1: print(f"ERROR: carrier should have 1 vertex, got {base}", file=sys.stderr) return 3 dg = bpy.context.evaluated_depsgraph_get() ev = obj.evaluated_get(dg) em = ev.to_mesh() try: got_v = len(em.vertices) got_f = len(em.polygons) mat_names = [m.name for m in em.materials if m is not None] # corner instance: the 8 verts nearest CORNER_CENTER should average to it corner = [v.co for v in em.vertices if (v.co.x > GRID_HALF - CUBE_SIZE and v.co.y > GRID_HALF - CUBE_SIZE)] if len(corner) != CUBE_VERTS: print(f"ERROR: corner instance has {len(corner)} verts, expected {CUBE_VERTS}", file=sys.stderr) return 4 cx = sum(c.x for c in corner) / CUBE_VERTS cy = sum(c.y for c in corner) / CUBE_VERTS cz = sum(c.z for c in corner) / CUBE_VERTS finally: ev.to_mesh_clear() if got_v != EXPECT_VERTS or got_f != EXPECT_FACES: print(f"ERROR: evaluated topology verts={got_v} faces={got_f} != " f"expected verts={EXPECT_VERTS} faces={EXPECT_FACES}", file=sys.stderr) return 5 if "Lime" not in mat_names: print(f"ERROR: Set Material did not carry Lime onto evaluated mesh " f"(materials={mat_names})", file=sys.stderr) return 6 for got, exp, axis in ((cx, CORNER_CENTER[0], 'x'), (cy, CORNER_CENTER[1], 'y'), (cz, CORNER_CENTER[2], 'z')): if abs(got - exp) > 1e-3: print(f"ERROR: corner center {axis}={got:.4f} != {exp:.4f}", file=sys.stderr) return 7 print(f"grid={GRID_X}x{GRID_Y} points={GRID_POINTS} " f"eval_verts={got_v} eval_faces={got_f} " f"corner=({cx:.2f},{cy:.2f},{cz:.2f}) material=Lime") return 0 def eevee_engine_id(): return 'BLENDER_EEVEE' if bpy.app.version >= (5, 0, 0) else 'BLENDER_EEVEE_NEXT' def render_still(obj, path, engine): scene = bpy.context.scene floor_me = bpy.data.meshes.new("Floor") bm = bmesh.new() try: bmesh.ops.create_grid(bm, x_segments=1, y_segments=1, size=30.0) bm.to_mesh(floor_me) finally: bm.free() fmat = bpy.data.materials.new("Studio") fmat.use_nodes = True fb = fmat.node_tree.nodes["Principled BSDF"] fb.inputs["Base Color"].default_value = (0.055, 0.06, 0.07, 1.0) fb.inputs["Roughness"].default_value = 0.5 floor_me.materials.append(fmat) floor = bpy.data.objects.new("Floor", floor_me) scene.collection.objects.link(floor) wall = bpy.data.objects.new("Wall", floor_me.copy()) wall.location = (0.0, 9.0, 0.0) wall.rotation_euler = (math.radians(90), 0.0, 0.0) scene.collection.objects.link(wall) world = bpy.data.worlds.new("World") world.use_nodes = True world.node_tree.nodes["Background"].inputs["Color"].default_value = (0.008, 0.009, 0.012, 1.0) scene.world = world # tip the grid so depth reads; cubes already rest on the floor via the tree obj.rotation_euler = (0.0, 0.0, math.radians(24)) aim = bpy.data.objects.new("Aim", None) aim.location = (0.0, 0.0, CUBE_SIZE / 2) scene.collection.objects.link(aim) def light(name, loc, energy, size, col): ld = bpy.data.lights.new(name, 'AREA') ld.energy = energy ld.size = size ld.color = col ob = bpy.data.objects.new(name, ld) ob.location = loc scene.collection.objects.link(ob) lc = ob.constraints.new('TRACK_TO') lc.target = aim lc.track_axis = 'TRACK_NEGATIVE_Z' lc.up_axis = 'UP_Y' light("Key", (-3.5, -4.5, 5.5), 1500.0, 6.0, (1.0, 0.98, 0.94)) light("Fill", (5.0, -3.5, 2.5), 340.0, 8.0, (0.8, 0.87, 1.0)) light("Rim", (1.5, 4.5, 2.0), 480.0, 4.0, (1.0, 0.75, 0.45)) cam_data = bpy.data.cameras.new("Cam") cam_data.lens = 50.0 cam = bpy.data.objects.new("Cam", cam_data) cam.location = (4.6, -5.4, 3.4) scene.collection.objects.link(cam) scene.camera = cam track = cam.constraints.new('TRACK_TO') track.target = aim track.track_axis = 'TRACK_NEGATIVE_Z' track.up_axis = 'UP_Y' scene.render.engine = 'CYCLES' if engine == 'cycles' else eevee_engine_id() if engine == 'cycles': scene.cycles.samples = 32 else: try: scene.eevee.taa_render_samples = 64 except AttributeError: pass scene.render.resolution_x = 1280 scene.render.resolution_y = 720 scene.render.image_settings.file_format = 'PNG' scene.render.filepath = path bpy.ops.render.render(write_still=True) return os.path.exists(path) and os.path.getsize(path) > 0 def main(): argv = sys.argv[sys.argv.index("--") + 1:] if "--" in sys.argv else [] p = argparse.ArgumentParser() p.add_argument("--output", default=None, help="optional: render a still PNG here") p.add_argument("--engine", default="eevee", choices=("eevee", "cycles"), help="render engine for --output (cycles for GPU-less hosts)") args = p.parse_args(argv) obj, _mat = build() code = check(obj) if code: return code if args.output: if not render_still(obj, os.path.abspath(args.output), args.engine): print("ERROR: render produced no file", file=sys.stderr) return 8 print(f"rendered still {args.output}") print("gn-instance-grid OK") return 0 if __name__ == "__main__": try: sys.exit(main()) except Exception as e: import traceback; traceback.print_exc(); print(f"FATAL: {e}", file=sys.stderr); sys.exit(1)