Rendered headless by the example itself — click to zoom.
+
+A runnable example that builds a generative Geometry Nodes tree — Mesh Grid → Instance on Points → Realize Instances → Transform — 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 — and that a Set Material node carries the lime accent onto the evaluated mesh. 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, or missing material). 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.
+
+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 = 2.0
+CUBE_SIZE = 0.35
+CUBE_VERTS = 8
+CUBE_FACES = 6
+GRID_POINTS = GRID_X * GRID_Y
+EXPECT_VERTS = GRID_POINTS * CUBE_VERTS
+EXPECT_FACES = GRID_POINTS * CUBE_FACES
+
+
+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)
+
+ 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"])
+ out_socket = xform.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 = (0.28, 0.92, 0.08, 1.0) # lime
+ bsdf.inputs["Roughness"].default_value = 0.24
+
+ 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]
+ 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 4
+
+ 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 5
+
+ print(f"grid={GRID_X}x{GRID_Y} points={GRID_POINTS} "
+ f"eval_verts={got_v} eval_faces={got_f} 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
+
+ def light(name, loc, energy, size, col, rot):
+ 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
+ ob.rotation_euler = tuple(math.radians(a) for a in rot)
+ scene.collection.objects.link(ob)
+
+ light("Key", (-3.5, -4.5, 5.5), 1400.0, 6.0, (1.0, 0.98, 0.94), (48, 0, -35))
+ light("Fill", (5.0, -3.5, 2.5), 320.0, 8.0, (0.8, 0.87, 1.0), (65, 0, 50))
+ light("Rim", (1.5, 4.5, 2.0), 420.0, 4.0, (1.0, 0.75, 0.45), (-82, 0, 165))
+
+ # tip the grid so depth reads; cubes already rest on the floor via the tree
+ obj.rotation_euler = (0.0, 0.0, math.radians(22))
+
+ aim = bpy.data.objects.new("Aim", None)
+ aim.location = (0.0, 0.0, CUBE_SIZE / 2)
+ scene.collection.objects.link(aim)
+ cam_data = bpy.data.cameras.new("Cam")
+ cam_data.lens = 55.0
+ cam = bpy.data.objects.new("Cam", cam_data)
+ # three-quarter view so the 3x3 grid reads as depth, not a flat array
+ cam.location = (3.2, -3.8, 2.6)
+ 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 6
+ 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)
+
+
+