S01 Pass 2 — Dissect: what real production files actually contain
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- Date: 2026-10-07 · Blender: 5.2.2 LTS, headless,
--factory-startup --disable-autoexec(embedded scripts and Python drivers never ran; the logs show blocked PyDrivers, as intended) - Tools:
tools/census/census.py(per file) →tools/census/aggregate.py - Raw data:
~/newblender-data/census/*.json,~/newblender-data/census_summary.json
Corpus (78 files, all free downloads)
Section titled “Corpus (78 files, all free downloads)”| Group | Files | What |
|---|---|---|
| Assets (authored data) | 51 | Sprite Fright shot library (5 chars, 9 env sets, 13 props, node libs, camera rig, light templates), Gold splash asset pipeline (published chars, corals, kelp, FX, node toolkits incl. procedural_modeling.blend), Human Base Meshes v1.4.1, Cube Diorama, VDM brush demo, 3 sculpt demos, cloth-brush demo |
| Shots (assembly) | 27 | Sprite Fright 030_0020_A anim/A/B/C/lighting files, splash scenes 4.2 / 4.3 / 4.5 / 5.1 / 5.2 |
Counting rules: topology counts only meshes local to their file, so linked data is never counted twice. Modifier counts are per file and include linked objects.
Bias warning:
- The sample is dominated by Blender Studio stylised animated films: organic forms, subdivision workflows.
- Hard-surface, archviz, game and CAD-like modelling are under-represented.
- Treat the numbers as “how this studio models”, not “how everyone models”.
Findings (asset files; facts)
Section titled “Findings (asset files; facts)”| Measure | Value | Plain meaning |
|---|---|---|
| Local meshes | 1,403 meshes, 1.19M faces | |
| Face mix | 94.5% quads, 5.4% tris, 0.1% ngons | Production topology is almost all quads. Only 13.5% of meshes contain any ngon at all. |
| UVs | 92.2% of meshes have UV layers | UV unwrapping is part of nearly every asset (S02 matters to modelling) |
| Shape keys | 46 meshes | Mostly character faces/correctives |
| Median mesh size | 111 vertices | Most meshes are small parts; detail comes from modifiers |
| Modifiers | 9,317 on asset objects | Non-destructive stacks are the norm, not the exception |
| Top modifiers | SUBSURF 5,003 (54%) · DISPLACE 920 · NODES (Geometry Nodes) 836 · SIMPLE_DEFORM 741 · SMOOTH 416 · SOLIDIFY 399 · VERTEX_WEIGHT_MIX 191 · ARMATURE 137 · MULTIRES 91 · LATTICE 90 · MIRROR 80 | Low-poly cage + live subdivision is the dominant modelling pattern |
| Rare modifiers | BEVEL 59 · DECIMATE 14 · ARRAY 9 · BOOLEAN 6 · WELD 1 | Hard-surface modifiers are rare in this corpus (see bias) |
| Stack depth | 1 modifier: 3,584 objects · 2: 1,265 · 3: 552 · 4+: 315 (max 15) | Mostly shallow stacks, with a long tail |
| Node groups | 170 Geometry Nodes · 650 shader · 3 compositor | GN is already a modelling tool in production |
| GN nodes used most | Join Geometry, Realize Instances, Object Info, Set Shade Smooth, Collection Info, Boolean Math, Edge Angle | Assembly and shading-prep utilities more than “procedural modelling from scratch” |
| Unresolved nodes | NodeUndefined 1,512 in assets, 1,094 in shots |
Node types this 5.2.2 build doesn’t recognise (add-on or version drift). Open question. |
| Linking | 162 library references; 5,996 linked objects; 127 overrides | Assets are themselves assembled from other assets |
Findings (shot files; facts)
Section titled “Findings (shot files; facts)”| Measure | Value | Plain meaning |
|---|---|---|
| Overrides | 9,266 library overrides | Shot assembly is override-heavy: the redesign target from 03c S06 |
| Linked objects | 16,946 | Shots are mostly links, not authored geometry |
| Modifiers | 35,275: SUBSURF 9,248 · NODES 8,423 · LATTICE 3,722 · ARMATURE 3,553 · HOOK 2,078 · CORRECTIVE_SMOOTH 1,350 | Deformation and GN evaluation dominate at shot time |
| GN trees | 651; most common nodes: Switch, Capture Attribute, Compare, Field on Domain, Position, Set Position, Random Value, Named Attribute | Field-based attribute logic is the production idiom |
| Deep stacks | 123 objects with 14 modifiers, 124 with 15 | Character rigs with long deform stacks |
What this means for the workflow script (Pass 1) — interpretation
Section titled “What this means for the workflow script (Pass 1) — interpretation”- Modelling output is a live recipe, not a final mesh [DF3]. 91% of mesh objects in asset files carry modifiers. The authored artefact is a small cage plus a stack of declared operations. That is already close to an agent-native “declare the outcome” form. The destructive edit-mode steps happen mostly on the cage.
- Topology rules are strict and checkable [DF4]. A 94.5% quad / 0.1% ngon outcome means the human “eyeball the wireframe” check can become a measured gate.
- Geometry Nodes is already production modelling infrastructure in both assets and shots. An agent-native modelling layer should treat GN trees as first-class output, not an afterthought.
- Hard-surface ops (bevel, boolean, array) are rare here. That reflects the studio’s style, not a general truth. A hard-surface corpus is needed before any verdict on those capabilities.
Answers to Pass 1’s open questions
Section titled “Answers to Pass 1’s open questions”| Pass 1 question | Answer |
|---|---|
| Modifiers live vs applied? | Live: 91% of mesh objects carry modifiers in asset files |
| Ngon/tri ratio | 0.1% ngons, 5.4% tris |
| Mirror usage | 80 Mirror modifiers (assets), 309 (shots) |
| Shape keys | 46 meshes (assets), 224 (shots) |
| Multires kept? | 91 Multires modifiers (assets) |
| Leftover booleans | 6 Boolean modifiers (assets) |
| Applied scale, duplicate vertices, flipped normals, naming compliance, UDIM count, pivot Empties | Not yet measured. Needs census v2. |
Gaps and next steps
Section titled “Gaps and next steps”- Explain
NodeUndefined: add-on node types, removed nodes, or version drift in 4.2–4.5 files opened in 5.2.2. - Add a hard-surface / archviz corpus: Cycles demos (Classroom, Barcelona Pavilion), benchmark scenes, the GN demo set.
- Per-object census of edit-mode history is impossible.
.blendfiles store results, not the steps that made them. The human steps come only from Pass 1 docs and (optionally) live GUI sessions.