Reusable Geometry Nodes From Scratch (Class 1): Procedural Picket Fence | Ken Mbesa | Skillshare

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Reusable Geometry Nodes From Scratch (Class 1): Procedural Picket Fence

teacher avatar Ken Mbesa, Web Designer | 3D Artist

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Intro

      2:55

    • 2.

      The Path Curve

      2:41

    • 3.

      Geometry Nodes is a Modifier

      4:54

    • 4.

      Building the Fence - Vertical Bars

      8:59

    • 5.

      Building the Fence - Horizontal Rails

      7:10

    • 6.

      Smooth Things Out

      4:57

    • 7.

      Using the Fence

      5:07

    • 8.

      Make the Fence a Reusable Asset

      10:32

    • 9.

      Next Steps

      1:44

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About This Class

Have you ever wanted to create reusable Geometry Nodes assets such as fences, roads, bridges, or city blocks without manually duplicating objects?

If you have, this beginner-friendly Geometry Nodes class will show you how to build a fully procedural picket fence that follows any curve in Blender. And this is just the first in a series of several Geometry Nodes classes I have lined up for the next several weeks.

And along the way, I’ll show you some of the most important Geometry Nodes concepts used to create reusable procedural assets that can be customized and reused in all your future projects.

We'll build the system together from scratch as I help you understand exactly how each node contributes to the final result. You will learn how to think procedurally.

By the end of the class, you'll have a flexible fence generator that lets you adjust spacing, height, length, and layout simply by editing a curve.

We'll cover:

  • Understanding curves and how to use them for procedural modeling
  • Setting up and applying a Geometry Nodes modifier
  • Creating procedural vertical pickets
  • Adding horizontal support rails
  • Converting your setup into a reusable Geometry Nodes asset using Blender's Asset Browser. You will build it once and reuse it in any future Blender project.

This is the same methodology used by other Blender users to create reusable Geometry Nodes products for Superhive. 

By the end of the lesson, you won't just have a fence - you'll have your first reusable procedural asset that can be sold, shared, or added to your personal project and the knowledge to build many more.

You don’t need to have previous Geometry Nodes experience. A basic familiarity with Blender's interface is all you need.

Meet Your Teacher

Teacher Profile Image

Ken Mbesa

Web Designer | 3D Artist

Teacher

My name is Ken.

I'm a web designer, creative educator, and digital entrepreneur with over a decade of experience in visual design (Web Design, Graphic Design, and Video Editing).

Over the years, I've helped thousands of everyday creatives, small business owners, and aspiring freelancers take control of their digital presence by teaching practical, no-fluff web design skills using tools like WordPress, Elementor, Forminator, and WooCommerce, with no coding required.

My goal is to keep things beginner-friendly, practical, and focused on helping you get real-world results. If you're building your first website or launching a fully functional online store, I'll walk you through the process step-by-step with clarity and confidence.

Beyond web design, I'm a... See full profile

Level: Beginner

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Transcripts

1. Intro: And welcome back to another awesome Blender Geometry Nodes class with me, Ken. Now, I have a question for you. Have you always wanted to learn how to build your own procedural geometry nodes assets such as fences, roads, bridges, city blocks without having to manually duplicate your objects on your three D space? If you have, in this beginner friendly Geometry Nodes class, I'm going to show you how to build your own procedural Geometry nodes picket fence that can be controlled with any curve in Blender. I'll show you some of the most important Geometry nodes concepts used to create reusable procedural assets that can be customized and reused in all your future projects. And instead of telling you pick this, connect it there, or plug this into that without explaining anything, we're going to build this together step by step as I help you understand what each node does and how it's contributing to the final result. I'm going to help you start thinking procedurally. And by the end of the class, you will have a flexible fence generator that lets you adjust spacing, height, length, and layout simply by editing a curve. In the class, I'll help you understand the anatomy of a curve and why curves are perfect for procedural modeling. I'll help you understand why Geometry Nodes is a modifier and how to apply it. I'll show you how to create procedural vertical pickets. You will learn how to add the horizontal support rails, and we will finish up by converting your setup into a reusable geometry nodes asset using Blenders Asset Browser. You will build the picket fence once and be able to reuse it in any future Blender project. This is the same methodology used by other Blender users to create reusable geometry nodes products for websites like Superhive. If you visit the site, you will find many procedural assets on sale, and people are earning an income from them. By the end of this class, you won't just have a fence. You will have your first reusable procedural asset that can be sold, shared, or added to your personal project, and the knowledge to build many more such setups. Now, you don't need to have any prior geometry nodes experience, but a basic understanding of Blenders UI and some of the basic and commonly used tools to add objects to the three D scene is all you need. So are you ready to get started? Let's dive right in. 2. The Path Curve: Welcome back. So here we are inside Blender, and as you can see, I'm using Blender 5.2, and this is a brand new project. So I want to select the default cube and delete it, then zoom in because I want to add a curve, Shift A curve. We can use any of these curves, but I'm going to choose Path. Now, if I switch to Edit mode, as you can see, the line by default, the path has five vertices or five points. Now, if I switch the top view and select this, hit E to extrude, E, then X E, again, X. EY, to move in the Y direction, EY again, maybe E X to move in the X direction. Now, exit from Edit mode to object mode. So that's our curve. Now imagine if instead of it being a curve, it was a fence and you could draw your fence exactly how you want it. Let's say there's a house here, so you can extrude in the X, extrude in the Y. Extruding the Y. Mm hm With this as the fence, now, imagine if this had the geometry of a fence, you'd be able to draw a fence anywhere anyhow. So our goal with geometry nodes in these classes is to make this curve a fence. So that's the whole gist of what we're trying to do. So I think we're going to stop this lesson here because I wanted you to understand exactly what we're trying to do. And in the next lesson now we're going to start building the fence. But just quick recap. If we added some vertical bars here and some horizontal rails, that will become a fence. So how do we do that with geometry nodes? That's what we're going to do in the next lesson. So I'll see you shortly. 3. Geometry Nodes is a Modifier: This lesson, we're going to talk about geometry nodes and their nature. What is geometry nodes? And so we already saw that we have an edit mode and an object mode. When we're in edit mode, we're editing the underlying data that defines how the object will look in object mode. So if I hit tab to switch back to object mode, the curve looks like this because the underlying data has points and vertices moving all over in that direction. If I hit tab and select this and delete that shift A to add a cube, I'm just explaining this. You don't need to do this. Now, when we're looking at this cube, it's a cube. But when we go to edit mode. This is just vertices. If I drag that around, if I switch to edge mode, this is an edge G. And this is a face if I switch to face mode. G. So this underlying geometry is what defines the cube in object mode. And so what modifiers do is they edit the underlying data, this underlying data. And in fact, what they edit, what Geometry Nodes edits is the points because these points define the object. These are the most basic units of the geometry because when you have two points one and two, you form an edge. When you have four vertices, one, two, three, four, it forms a face. So the face and edge are formed by points and where those points are located. So to edit this geometry, we're actually editing the points, the vertices. Now, with that in mind, if I switch back to object mode, because this cube is defined by points or vertices that can be affected or edited, we can apply modifiers that modify those vertices to produce different results. So before it becomes a cube, we can do something to those vertices to make this cube look or behave differently. So if I say add modifier and go to generate, I can say array. And so what's happening now is if I switch to Edit mode, this point here is duplicated, two times. This point is duplicated one and two times. Every point is duplicated three times because our array modifier that we just added says the count should be three. So if we increase that to whatever number 11, let's say five, that means this point is repeated five times in this direction, and we can apply as many modifiers as we want to this geometry. Now, if I close that and say Add modifier, one of the modifiers is geometry nodes. So Geometry Nodes affects the vertices of the geometry of the object you've selected and apply the geometry nodes too. So now, with that in mind, let me just delete this cube and add our path curve path, edit mode. We can also affect how these points behave on this path by using the geometry nodes modifier. And that's what we're going to be doing in this class. We're just basically telling Blender, before we show the final thing, first of all, do all these things that we're defining with geometry nodes, affect the vertices or points with all these settings that we're setting with the geometry nodes and then show the final result. Now, I think that's the end of this lesson. I wanted to drive home the point of what Geometry Nodes is. In the next lesson, let's start working on the fence. I'll see you shortly. 4. Building the Fence - Vertical Bars: So with that intro out of the way, it's time to start using Geometry Nodes as a modifier. I'm going to zoom in and shift A to add a path I had deleted mine, and now it's the actively selected object, meaning we can add a modifier to it. Which type of modifier, Geometry Nodes modifier. But I want us to switch to the Geometry Nodes workspace from the layout workspace. So clicking that zooming in. The path is still selected as the active object, so we can click New. First of all, let me just open the modifiers tab here and notice what happens when I say new because this is selected already. New. As you can see, in the list of modifiers, Geometry Nodes has been added. That means now this path has one modifier, which is the Geometry Nodes modifier. Remember, if I hit Edit mode, we want to place vertical bars on this path, and we can start by placing them on each point on each of these vertices. How do we do that? I'll say shift A in here and say instance, instance on points and put it right here in the middle. This is the geometry that's coming in, but before we see the final result, the output, we want to affect it in the middle here. And this null just simply says, we want to place an instance of some other object on each vertex on each point on each vertex. We need to tell this node what object are we placing instances of on each of these points. That's why we have this handle here, Geometry that is instanced on the points. So that means in order to provide this instance handle with the thing that needs to be placed here, we need to travel back to the past. So we go instance, then we say cylinder. So we went to the past. If I cut this, we went to the past, added a cylinder and then sent it into the future and said, Let's place this cylinder on each point of this incoming geometry. So if I hover over this, you will see we have points to instance on. We have curve five points on spline. So those are five points we need to place instances on. And then we provide it with the thing that's to be instance. If I zoom out, they are huge. So what we want to do is go to the radius, hold down shift, and start reducing it in small increments. Let's say up to that spot. And we also want to reduce the height. That's the depth. I'm going to hold down shift to move in smaller increments, maybe that spot. And we also want to move them upwards. How do we do that? Remember, right here, we're in the past in relation to this instance on points. We're going into the past and describing exactly what we want to instance right here. So before we get into this future, we can move this cylinder upwards. Shift A, transform geometry. So I'm going to place this transform geometry before that future, and we're going to translate this cylinder in the Z axis holding down shape to move in small increments, maybe up to that spot. So now we have our vertical bars where in edit mode, if I hit E to extrude, E and then X to move in the X, every new point shall have its own new cylinder. EX EX. But now it's going to be very tricky and difficult to have equal spacing between these if you're doing the extrusion manually like this. So extrude X. This is tedious and too manual. That's why geometry nodes is procedural. We don't want to have to do this manually, and we also want to be able to get the distance right. So how do we affect that? There is a node called resample curve. Shift A, resample curve. And what it does is it allows us to choose how we want the instances to be distributed along the curve. So if I place it right here, automatically, they become evenly spaced out because the choice of how we want them distributed here by default is count. We can so that means we count just means we can decide we want ten, and automatically, these are ten. And if they are ten, they'll be spaced out equally. If we say 15, of course, they will still be spaced out equally. Another option here is length. We can say we want the length between each instance to be 0.1 meters or if we increase it, of course, the spacing will increase between all of them. If we reduce the length between each instance and the next, they increase in number. So this resample curve allows us to define how we're going to distribute our instances on the curve rather than counting on these manual points that we need to move ourselves manually. So that's why we use this resample curve. Now, one more thing I need to mention is the third option here, which is evaluated count and length option allows us to maintain an even spacing between all the instances. When we come to the third option here, evaluated, notice what happens. The closer the points are to one another like this and this, the more concentrated the instances will be there. So as you can see right here, they're spaced out because the two points here are too far apart. Let's just select this final one here and say extrude, X. As you can see, it seems to be it seems to be increasing the spacing between these instances as you increase the distance between these two points. So that's something you need to keep in mind, but because we're working on a fence, we don't need to use this. Let me just extrude this one more time slightly. Extrude, extrude, Extrude and space it out. This evaluated gives you that option, and it behaves also differently when the curve itself is not a path curve. Shift A, if it's maybe a BZA curve or these other curves, it might behave slightly differently, but they all work in the same way, but it might produce slightly different results. You'll see all that in the future. Now, switching back to edit mode here, that's all I wanted to cover in this lesson. I wanted us to see how to add vertical bars, and we've seen that the resample curve allows us to choose how we want the instances to be distributed. We've also seen that here, when we add an instance on points node, we need to travel back to the past and first of all, create the bars that will be instanced on the points. So in the next lesson, let's see how to create the horizontal rails to have a fence. Let me just switch this to count for now. Or maybe let's switch to length. Yeah, I think we'll go with length. You can go with length or count. Doesn't really matter as long as the spacing is equal for a realistic fence. So I'll see you in the next lesson. 5. Building the Fence - Horizontal Rails: Now it's time to add the horizontal rails. But before we do that, one thing I forgot to mention is if you're in edit mode like we are right now, I was just in edit mode to explain the concept. But typically, I like working in object mode when working with geometry nodes. And the reason is if we edit mode and make some changes here and then make some changes down here, and try to control Z, you will notice you cannot undo this, Control Z. But if we come here and hit tab and switch back to object mode and come down here, undo, now undo will be working. So you might be wondering why is Control Z not working down here? That's because you're in edit mode. So switch Control Z up here and switch to object mode. Now we're good to go. So now, to create the horizontal rails, all we have to do is reuse the underlying path. Remember, this is a path defining this line of instances. If I quickly disable the modifier, as you can see, we have the underlying curve. So we can reuse this path. And the way to reuse the incoming path right here is to just create a parallel timeline. So in this timeline here, we're using this timeline to add these instances on the path. Now assume we did not want to place instances on this path. So let me cut that. We don't have instances on that path. If I pull this out and say set position, and then send this to the output and move it in the Z axis. Now, we're just assuming these do not exist, deleted. Let's assume this is a different geometry node set up. We wanted to just have a path and then push it up. This is how we would do it. We will just bring in the incoming path and then push it up. But now we want both. We want to have a curve that is elevated, and we also want to have these instances. So that means we need a way to combine those two. That means these are two parallel timelines that need to exist at the same time. So reconnecting that, how do we connect these two so that they both show up together? So we have what we call a shift a join geometry node. I'll place it there. Put that there, put that there. We are now joining those two. And then this output node accepts only one input. And now, as you can see, we have our duplicated path and we have our instances. So quick recap. We have two timelines. Assume in this timeline, we know nothing about these instances in this resample curve. This timeline only exists to create a horizontal rail, one single horizontal rail from the path we applied the geometry nodes to. That means if we want a second rail, we need to add a third parallel timeline. So I'll just pull this out and say set position, set position. Then I'll send it into the future again. And now we have those three. In this timeline, we've not pushed it up, but in this timeline, we pushed it up. So we can push this up in this timeline, hold down shift. There we go. So, in fact, while in here, I want to switch to the front with one on the num pad because I want to just eyeball it. Holding down shift, pull it down. Holding down shift, pull this down. And now we have two rails. But there's a problem. These two paths right here are still curves, but we need to convert them into meshes. This is a mesh. When you add a cube Shift A, as you can see, all these fall under mesh. We want to turn these two curves into meshes so they can accept materials and all that. So how do we do that? I want to say shift A, curve to mesh. Select that node, and let's place it right here. And now, this node is asking us. Yes, you want to turn this into a mesh, but what should that mesh be? Is it a circle? Is it squared, like a square tube? Is it circular, like a cylinder? What should that mesh look like? So that's why we have this profile. If I pull it out, we go into the past and say we want it to be a curved circle. Curve circle, Enter. Now it's too wide, so I'll hold down Shift and reduce the radius. If I zoom in, as you can see, we have a very nice mesh. So now I'll do the same for this upper curve. Just going to shift D, shift D, duplicate it like that, and shift D this. And let's place it right here. There we go. So now we have a fence, but we have a few problems, and I'm going to show them to you. But I think this is a good spot to end this lesson. In the next lesson, we're going to point out those problems and then solve them. So I'll see you shortly. 6. Smooth Things Out: Now it's time to do some quick housekeeping before we move on to the next major thing. So first of all, I already saved the file as fence dot blend. You can save it anywhere you want. I'll show you how to make it a reusable asset in the coming lessons. But for now, just save it anywhere as whatever you want to call it. Now, another thing I want us to do is, if you don't like this curvature of the noodles or the curves, you can go to edit preferences, themes node editor. And you can reduce it. Where is it? You can say maybe two but I like it at one. I just like them almost straight, save preferences. Close that. I also want us to push these up, push these down. Put that there, and put that there. You can also hold down Shift, right click, and cut that. Then this will be automatically selected when you do that. You can G and put it to the side. Shift, right click, G, just to organize everything. Now, zooming in on this, as you can see, we need to shade this smooth. How do we do that? We go to the timeline where it exists, the vertical bars. This is the timeline where they exist. So I'll just select these two and push them to the side like that. And here I want to say shift A, Smooth. And I want to say set shade smooth. Place it right there. But now, as you can see, we have that funny shading as a result of Blender not knowing what angles to smooth and what angles to skip. And so what we want to do is tell Blender, any angle below this amount should be shaded smooth. Anything about that should be left alone. Do not try to shade it smooth. Now, let me show this with a quick explainer. So let's just go to layout. The layout workspace, Shift A, I want to add a cylinder. Now, zooming in, I add if I write lick and shade smooth, you will notice it has this weird shading, and that's because we've not told Blender about which angles to shade smooth and which ones to live alone because we have let me zoom in. We have this angle here between the top face and these side faces. And we also have the angle between this face and this face. So there's a tiny angle here, and there is a 90 degree angle here. So Blender doesn't know which angles to live out and which ones to shade smooth. We need to tell Blender. So I do that. If I pick my selection tool, once again, right leak shade auto smooth, you will notice right here under the modifiers, Blender applies a modifier that tells it. Any angle below 30 degrees should be shaded smooth. Anything above 30 degrees should be left alone. This is 90 degrees, so that's why we still have this. If I come here and say 90 degrees, Blender will try to shade this smooth, but it can't because it's just too sharp of an angle. So that's exactly what we want to do right here. So going back to Geometry nodes, first of all, I want to delete this going to Geometry nodes, zoom in on this. Let's tell Blender. Shift A. Smooth. I want to say smooth by angle. And as you can see, we have this 30 degrees as the angle by default. If I place it there, now the weird shading disappears. If I zoom in, there's this, the curves don't need any smooth shading. So I think this is a nice spot to end this. I just wanted us to do those minor housekeeping duties. In the next lesson, I want to show you how to use this fence. I'll see you shortly. 7. Using the Fence: So now that we've created our fence, how do we use it? How do you draw with it? Well, it's very simple. Remember how we created the fence in the first place. We shift AD and added a curve, like a path, for example, I've just added a second path and you can see it right here. Here it is. So if I GY to drag it to the side like that, it's just a path. So what we can do is remember, this is a modifier. And here it is. Because I've selected it, here it is. So what we can do is rename it. I just want to give it a name fence. Or I just me GN underscore fence. It doesn't really matter. And now, if I go to this, I can add a modifier to it as well. In fact, I can also add or before I add anything else, let's just say add modifier. Geometry Nodes. Now, if I go to this drop down, we have all the geometry nodes available in this file. Even smooth by angle, this smooth by angle, if I double click it, it's actually a Geometry node setup introduced in the recent Blender versions. But now, if I hit Control tab to go back, back to this. This is selected. We can select whatever geometry node we want to apply to it. And if I give it this GN fence, as you can see, it's just a tiny little fence. If I go into Edit mode, tab, all the points are selected. I can hit X to expand it, and there we go. If I want to change the direction, I just select the point, extrude in the Y. Extrude in the Y again, extrude in the X. If you want to take sharper corners, let me undo that extruding the X, extruding the X, extruding the X. Just make sure those points are close to one another in order to have sharp corners. So that's how to draw. Remember, I mentioned you can also use other types of curves. So if I exit Edit mode, Shift A, I can add a bezier curve GY. Let me place it right there. I can add a modifier to it, Geometry node modifier, add a G N fence. And of course, that curve is if I hide this, the curve is curved by default because this is a bezier curve. What's a bezier curve? I if I tab, it has these handles that you can use. Rotate in the Z to change how it looks. So if I enable this again, with these handles, I can rotate Z and affect how this fence looks. I can also say A to select all the beziers and then X to grow it in the X axis. We still have two end points, but in between, we can control how it looks. So we can select one of the bezier control handles, rotate in the Z. Select this end, rotate in the Z. So as you can see, you can apply your geometry nodes to any of those curves once you have the Geometry Nodes setter. But with this set, how do you reuse this fence in a new Blender project? That's where the Asset Browser comes in. So if I go to layout mode, divide these windows. Go to this drop down menu and open the Asset Browser. Now, these are the assets I currently have in my system, and I can drag and drop them in my scene. For example, this. That's a single family home. As you can see, this is a project from another project, but I can bring it in here and use it. How do we make our geometry node setup reusable in future projects so that you don't have to recreate fences every time you need a fence. Let's see how to do that in the next lesson. 8. Make the Fence a Reusable Asset: Now it's time to turn this into a reusable Blender asset. So we're able to use it in future Blender projects. And as you can see, I've deleted everything else and left just this fence. And what I want to do is first of all, just simplify it because we want to use this as a template in future projects. So first of all, I'm going to hit tab A to select to scale it down, X to scale down in the X axis. I want us to just have a reasonably sized template. There we go. Exit from Edit mode. And I want to give it a fitting name that will allow us to spot it amongst many other templates. So GN underscore fences, underscore picket, underscore or let's say GN underscore templates, underscore fences. It's a picket fence template. And this picket fence is using a geometry node we named GN fence. This is what we want to be able to access in other projects and apply to curves everywhere. The same way we added a curve and applied this GN fence to it. Now that we've done that cleanup, we want to open up the Asset Browser. So let me just pull it up. And switch to the Asset Browser. And as you can see, this is what we have in the Asset Browser. There are three main steps to use the Asset Browser. The first step is to create an asset folder that Blender will be picking assets from. You can add many folders or you can add just one master folder. So I'll go to edit preferences and under libraries. As you can see, you can add a new library. There are two default libraries here for me. I'll say plus, add a local asset library. I have a folder already created called My Assets. Go into your PC or Mac and create a new folder that's going to be your assets folder. So this is the one I've selected, and as you can see, we're in there, asset My assets. So I'm going to save preferences. And close that. Now, if I go to this drop down menu, you will notice now we have my assets, and if I open it, of course, it's empty because that's where we're going to add our templates. So the first step was to create an asset folder. The second step is to save this file inside that assets folder. This file that has our GN templates should be saved inside the assets folder. So I'm going to file save as, and I'll go to my assets and save it as. Let me just call it GN underscore templates because this could house all your future geometry nodes templates, not just fence setups, other types of setups. So now the file is saved in there. The third main step is to select all the templates you want to be able to reuse. Like this one, right leak and mark it as an asset. Notice what will happen here when we mark it as an asset. Marks asset. So as you can see, we have this new icon that says it's saved as an asset now. So I'll hit Control S to save it. And as you can see, immediately it shows up under our M Assets folder. We want to be able to organize my assets folder because remember, in the future, we might have more templates, different templates, maybe a bridge, maybe maybe a chain link fence. So you might want to categorize them accordingly. The way to do that is I'll click Plus here. We'll create a new catalog. I'll double click it and call it fences, Enter. Then I'll hit Control S. When you see this star, it means your project needs to be sad. There we go. So now we have the fences catalog or category within my Assets folder. Now, if I go to all because this is a filter. These are filters. What do you want to see? All assets or just the fences or if I add here, double click. Bridges, save. So do you want to view bridges? Do you want to view fence templates? What do you want to view? So we want to view fences. So if I go to all, I can drag this into fences. And now, if I view bridges, we can't see any fence, but if we go to fences, we'll see all the fences we have. If we go to, it will show bridges, fences, and everything else you created. And now, believe it or not, you're done. You're ready to use this asset in future projects. Let me show you how. So if I just hit Control S, don't forget to save this file whenever you make any changes because they will not reflect in future projects where you want to use the GN templates unless you first save whatever changes you make here. So if I hit Control N to create a new project, this is brand new. It doesn't know about the assets we've just created. So if I delete this, I can add a new curve, Bezier or whatever path or whatever curve. For example, that, and as you can see, it's been added as a Bezier curve. If I go to modifiers and add a modifier Geometry Nodes modifier, if I click this drop down, there are no Geometry Nodes setups available. So we need to make Blender aware of the assets we created. So that's why we pull up this and open the assets browser. I'll go to all libraries, my assets, and here is our fence. I'll drag and drop it in here. There we go. Now, this is not what we're going to use. This is just to help us access the GN fence geometry nodes we apply to it, because when we import it as an asset, it comes in with the geometry nodes that were applied to it. So if I just hide it, and select our curve, the curve we just drill and go here to the drop down menu of the geometry nodes we applied to it. Now we have access to the geometry nodes setups that were applied to the template we just imported. So if I say GN fence, Let's apply this GN fence. There we go. Now, if I hit Tab to switch to Edit view, select all with A, S to scale in the X, as you can see, we're able to create new fences now, and this is a new project. So every new project, all you need to do is, let me exit from Edit mode. Shift A, curve path, GY, tab mode, select all SX. Let's apply a new geometry node. There we go. If I switch to edit mode, select one of the vertices, extrude in the Y. So we can draw fences very easily. And I can save now this file anywhere I want in a different project folder, maybe on the desktop. There we go. And I can create limitless projects and reuse this asset. Now, as I mentioned, remember, we imported this fence for the sole purpose of just accessing the geometry nodes it has. And so that means to organize it, we can create a new collection and call it templates. In the project folder you're working on new project folders because you want to templates because you want to put all whatever templates you import in there and just make it invisible because you don't need it. You don't need to see that. You just need to see whatever you are working on right now. So I'm just going to hit Control S, and that's how to make your geometry node setups reusable in Blender. 9. Next Steps: Congratulations on completing the class. In less than an hour, you've built much more than a procedural picket fence. You've also learned the foundation of building procedural geometry nodes systems in Blender. That's a huge milestone. Throughout this class, we've taken a simple curve and transformed it into a flexible fence that can automatically adapt as the curve changes. And more importantly, you've learned how to use the Asset Browser to convert your geometry nodes setup into a reusable asset for future projects. Now a quick reminder, I would love to see what you've been able to create in the class. We always love to upload class projects here on Skillshare, and I would encourage you to go down to the projects and resources tab below this video player, read the project description, and upload your class project, maybe a screenshot of your fence or if you created something different, upload a screenshot of that, and let me and your fellow students see what you've been able to create. Now if you enjoy this class and would like to support my work, please consider leaving a review. Your review is the best way to help me know if my classes are helping you improve in Blender. So go down to the reviews tab and let me know what you thought about this class. What was good about it? What did you learn? What did you enjoy about it? Thank you so much for learning with me, and I'll see you next week in class two. Now, go out there and showcase what you've been able to build. See you next time.