Geometry Nodes can be used to expand the core functionality of Blender via node-group-defined tools. They can be shared as any regular node group assets.
The way to create Node-based tools is by switching the Geometry Nodes editor context to Tool.
New node groups created in the tool context will be enabled as Tool by default, although users still need to set them as Assets if they want to share them (see below).
The Inspection features are not supported in the Tool context: Viewer Node and Socket Inspection.
For a node group to be shared as a tool, it has to be an Asset first. The asset catalog is used to determine on which menus the node group will show, similar to the regular node group assets. If the catalog name matches an existing menu, the tool will be added to the end of it. Assets that have no catalog assigned to them, or local tools are exposed in the “Unassigned” menu.
The asset options need to be set on the Asset Browser.
The node group inputs will be exposed as in the Adjust Last Operation panel.
Supported Modes and Data-Types
Node groups must specify which modes and object types they support. This helps to determine where the tool is available in the user interface. These properties can be configured in popover menus in the Geometry Node Editor when in the Tool context.
Currently only Edit and Sculpting modes are supported, and only for the Mesh and Hair Curves object types.
The following nodes are only supported in the Tool context:
The Self Object node returns the Active object when inside a Tool node group.
These nodes are only supported in the Modifier context: