Geometry Script

Nodes

accumulate_field - Accumulate Field

Signature

accumulate_field(
  data_type: 'FLOAT' | 'INT' | 'FLOAT_VECTOR' | 'FLOAT_COLOR' | 'BYTE_COLOR' | 'STRING' | 'BOOLEAN' | 'FLOAT2' | 'INT8',
  domain: 'POINT' | 'EDGE' | 'FACE' | 'CORNER' | 'CURVE' | 'INSTANCE',
  value: Vector | Float | Int,
  group_index: Int
)

Result

{ leading: Int, trailing: Int, total: Int }

Chain Syntax

value: Vector = ...
value.accumulate_field(...)
align_euler_to_vector - Align Euler to Vector

Signature

align_euler_to_vector(
  axis: 'X' | 'Y' | 'Z',
  pivot_axis: 'AUTO' | 'X' | 'Y' | 'Z',
  rotation: VectorEuler,
  factor: FloatFactor,
  vector: Vector
)

Result

rotation: VectorEuler

Chain Syntax

rotation: VectorEuler = ...
rotation.align_euler_to_vector(...)
arc - Arc

Signature

arc(
  mode: 'POINTS' | 'RADIUS',
  resolution: IntUnsigned,
  start: VectorTranslation,
  middle: VectorTranslation,
  end: VectorTranslation,
  radius: FloatDistance,
  start_angle: FloatAngle,
  sweep_angle: FloatAngle,
  offset_angle: FloatAngle,
  connect_center: Bool,
  invert_arc: Bool
)

Result

{ curve: Geometry, center: Vector, normal: Vector, radius: Float }

Chain Syntax

resolution: IntUnsigned = ...
resolution.arc(...)
attribute_statistic - Attribute Statistic

Signature

attribute_statistic(
  data_type: 'FLOAT' | 'INT' | 'FLOAT_VECTOR' | 'FLOAT_COLOR' | 'BYTE_COLOR' | 'STRING' | 'BOOLEAN' | 'FLOAT2' | 'INT8',
  domain: 'POINT' | 'EDGE' | 'FACE' | 'CORNER' | 'CURVE' | 'INSTANCE',
  geometry: Geometry,
  selection: Bool,
  attribute: Float | Vector
)

Result

{ mean: Vector, median: Vector, sum: Vector, min: Vector, max: Vector, range: Vector, standard_deviation: Vector, variance: Vector }

Chain Syntax

geometry: Geometry = ...
geometry.attribute_statistic(...)
bezier_segment - Bezier Segment

Signature

bezier_segment(
  mode: 'POSITION' | 'OFFSET',
  resolution: IntUnsigned,
  start: VectorTranslation,
  start_handle: VectorTranslation,
  end_handle: VectorTranslation,
  end: VectorTranslation
)

Result

curve: Geometry

Chain Syntax

resolution: IntUnsigned = ...
resolution.bezier_segment(...)
boolean_math - Boolean Math

Signature

boolean_math(
  operation: 'AND' | 'OR' | 'NOT' | 'NAND' | 'NOR' | 'XNOR' | 'XOR' | 'IMPLY' | 'NIMPLY',
  boolean: Bool | Bool
)

Result

boolean: Bool

Chain Syntax

boolean: Bool = ...
boolean.boolean_math(...)
bounding_box - Bounding Box

Signature

bounding_box(
  geometry: Geometry
)

Result

{ bounding_box: Geometry, min: Vector, max: Vector }

Chain Syntax

geometry: Geometry = ...
geometry.bounding_box(...)
brick_texture - Brick Texture

Signature

brick_texture(
  texture_mapping: Pointer,
  color_mapping: Pointer,
  offset_frequency: Int,
  squash_frequency: Int,
  offset: Float,
  squash: Float,
  vector: Vector,
  color1: Color,
  color2: Color,
  mortar: Color,
  scale: Float,
  mortar_size: Float,
  mortar_smooth: Float,
  bias: Float,
  brick_width: Float,
  row_height: Float
)

Result

{ color: Color, fac: Float }

Chain Syntax

vector: Vector = ...
vector.brick_texture(...)
capture_attribute - Capture Attribute

Signature

capture_attribute(
  data_type: 'FLOAT' | 'INT' | 'FLOAT_VECTOR' | 'FLOAT_COLOR' | 'BYTE_COLOR' | 'STRING' | 'BOOLEAN' | 'FLOAT2' | 'INT8',
  domain: 'POINT' | 'EDGE' | 'FACE' | 'CORNER' | 'CURVE' | 'INSTANCE',
  geometry: Geometry,
  value: Vector | Float | Color | Bool | Int
)

Result

{ geometry: Geometry, attribute: Int }

Chain Syntax

geometry: Geometry = ...
geometry.capture_attribute(...)
checker_texture - Checker Texture

Signature

checker_texture(
  texture_mapping: Pointer,
  color_mapping: Pointer,
  vector: Vector,
  color1: Color,
  color2: Color,
  scale: Float
)

Result

{ color: Color, fac: Float }

Chain Syntax

vector: Vector = ...
vector.checker_texture(...)
clamp - Clamp

Signature

clamp(
  clamp_type: 'MINMAX' | 'RANGE',
  value: Float,
  min: Float,
  max: Float
)

Result

result: Float

Chain Syntax

value: Float = ...
value.clamp(...)
collection_info - Collection Info

Signature

collection_info(
  transform_space: 'ORIGINAL' | 'RELATIVE',
  collection: Collection,
  separate_children: Bool,
  reset_children: Bool
)

Result

geometry: Geometry

Chain Syntax

collection: Collection = ...
collection.collection_info(...)
colorramp - ColorRamp

Signature

colorramp(
  color_ramp: Pointer,
  fac: FloatFactor
)

Result

{ color: Color, alpha: Float }

Chain Syntax

fac: FloatFactor = ...
fac.colorramp(...)
combine_color - Combine Color

Signature

combine_color(
  mode: 'RGB' | 'HSV' | 'HSL',
  red: FloatFactor,
  green: FloatFactor,
  blue: FloatFactor,
  alpha: FloatFactor
)

Result

color: Color

Chain Syntax

red: FloatFactor = ...
red.combine_color(...)
combine_xyz - Combine XYZ

Signature

combine_xyz(
  x: Float,
  y: Float,
  z: Float
)

Result

vector: Vector

Chain Syntax

x: Float = ...
x.combine_xyz(...)
compare - Compare

Signature

compare(
  operation: 'LESS_THAN' | 'LESS_EQUAL' | 'GREATER_THAN' | 'GREATER_EQUAL' | 'EQUAL' | 'NOT_EQUAL' | 'BRIGHTER' | 'DARKER',
  data_type: 'FLOAT' | 'INT' | 'BOOLEAN' | 'VECTOR' | 'STRING' | 'RGBA' | 'OBJECT' | 'IMAGE' | 'GEOMETRY' | 'COLLECTION' | 'TEXTURE' | 'MATERIAL',
  mode: 'ELEMENT' | 'LENGTH' | 'AVERAGE' | 'DOT_PRODUCT' | 'DIRECTION',
  a: Float | Int | Vector | Color | String,
  b: Float | Int | Vector | Color | String,
  c: Float,
  angle: FloatAngle,
  epsilon: Float
)

Result

result: Bool

Chain Syntax

a: Float = ...
a.compare(...)
cone - Cone

Signature

cone(
  fill_type: 'NONE' | 'NGON' | 'TRIANGLE_FAN',
  vertices: Int,
  side_segments: Int,
  fill_segments: Int,
  radius_top: FloatDistance,
  radius_bottom: FloatDistance,
  depth: FloatDistance
)

Result

{ mesh: Geometry, top: Bool, bottom: Bool, side: Bool }

Chain Syntax

vertices: Int = ...
vertices.cone(...)
convex_hull - Convex Hull

Signature

convex_hull(
  geometry: Geometry
)

Result

convex_hull: Geometry

Chain Syntax

geometry: Geometry = ...
geometry.convex_hull(...)
cube - Cube

Signature

cube(
  size: VectorTranslation,
  vertices_x: Int,
  vertices_y: Int,
  vertices_z: Int
)

Result

mesh: Geometry

Chain Syntax

size: VectorTranslation = ...
size.cube(...)
curve_circle - Curve Circle

Signature

curve_circle(
  mode: 'POINTS' | 'RADIUS',
  resolution: Int,
  point_1: VectorTranslation,
  point_2: VectorTranslation,
  point_3: VectorTranslation,
  radius: FloatDistance
)

Result

{ curve: Geometry, center: Vector }

Chain Syntax

resolution: Int = ...
resolution.curve_circle(...)
curve_handle_positions - Curve Handle Positions

Signature

curve_handle_positions(
  relative: Bool
)

Result

{ left: Vector, right: Vector }

Chain Syntax

relative: Bool = ...
relative.curve_handle_positions(...)
curve_length - Curve Length

Signature

curve_length(
  curve: Geometry
)

Result

length: Float

Chain Syntax

curve: Geometry = ...
curve.curve_length(...)
curve_line - Curve Line

Signature

curve_line(
  mode: 'POINTS' | 'DIRECTION',
  start: VectorTranslation,
  end: VectorTranslation,
  direction: Vector,
  length: FloatDistance
)

Result

curve: Geometry

Chain Syntax

start: VectorTranslation = ...
start.curve_line(...)
curve_spiral - Curve Spiral

Signature

curve_spiral(
  resolution: IntUnsigned,
  rotations: Float,
  start_radius: FloatDistance,
  end_radius: FloatDistance,
  height: FloatDistance,
  reverse: Bool
)

Result

curve: Geometry

Chain Syntax

resolution: IntUnsigned = ...
resolution.curve_spiral(...)
curve_tangent - Curve Tangent

Signature

curve_tangent(
  
)

Result

tangent: Vector
curve_tilt - Curve Tilt

Signature

curve_tilt(
  
)

Result

tilt: Float
curve_to_mesh - Curve to Mesh

Signature

curve_to_mesh(
  curve: Geometry,
  profile_curve: Geometry,
  fill_caps: Bool
)

Result

mesh: Geometry

Chain Syntax

curve: Geometry = ...
curve.curve_to_mesh(...)
curve_to_points - Curve to Points

Signature

curve_to_points(
  mode: 'EVALUATED' | 'COUNT' | 'LENGTH',
  curve: Geometry,
  count: Int,
  length: FloatDistance
)

Result

{ points: Geometry, tangent: Vector, normal: Vector, rotation: Vector }

Chain Syntax

curve: Geometry = ...
curve.curve_to_points(...)
cylinder - Cylinder

Signature

cylinder(
  fill_type: 'NONE' | 'NGON' | 'TRIANGLE_FAN',
  vertices: Int,
  side_segments: Int,
  fill_segments: Int,
  radius: FloatDistance,
  depth: FloatDistance
)

Result

{ mesh: Geometry, top: Bool, side: Bool, bottom: Bool }

Chain Syntax

vertices: Int = ...
vertices.cylinder(...)
deform_curves_on_surface - Deform Curves on Surface

Signature

deform_curves_on_surface(
  curves: Geometry
)

Result

curves: Geometry

Chain Syntax

curves: Geometry = ...
curves.deform_curves_on_surface(...)
delete_geometry - Delete Geometry

Signature

delete_geometry(
  mode: 'ALL' | 'EDGE_FACE' | 'ONLY_FACE',
  domain: 'POINT' | 'EDGE' | 'FACE' | 'CURVE' | 'INSTANCE',
  geometry: Geometry,
  selection: Bool
)

Result

geometry: Geometry

Chain Syntax

geometry: Geometry = ...
geometry.delete_geometry(...)
distribute_points_on_faces - Distribute Points on Faces

Signature

distribute_points_on_faces(
  distribute_method: 'RANDOM' | 'POISSON',
  mesh: Geometry,
  selection: Bool,
  distance_min: FloatDistance,
  density_max: Float,
  density: Float,
  density_factor: FloatFactor,
  seed: Int
)

Result

{ points: Geometry, normal: Vector, rotation: VectorEuler }

Chain Syntax

mesh: Geometry = ...
mesh.distribute_points_on_faces(...)
domain_size - Domain Size

Signature

domain_size(
  component: 'MESH' | 'POINTCLOUD' | 'CURVE' | 'INSTANCES',
  geometry: Geometry
)

Result

{ point_count: Int, edge_count: Int, face_count: Int, face_corner_count: Int, spline_count: Int, instance_count: Int }

Chain Syntax

geometry: Geometry = ...
geometry.domain_size(...)
dual_mesh - Dual Mesh

Signature

dual_mesh(
  mesh: Geometry,
  keep_boundaries: Bool
)

Result

dual_mesh: Geometry

Chain Syntax

mesh: Geometry = ...
mesh.dual_mesh(...)
duplicate_elements - Duplicate Elements

Signature

duplicate_elements(
  domain: 'POINT' | 'EDGE' | 'FACE' | 'SPLINE' | 'INSTANCE',
  geometry: Geometry,
  selection: Bool,
  amount: Int
)

Result

{ geometry: Geometry, duplicate_index: Int }

Chain Syntax

geometry: Geometry = ...
geometry.duplicate_elements(...)
edge_angle - Edge Angle

Signature

edge_angle(
  
)

Result

{ unsigned_angle: Float, signed_angle: Float }
edge_neighbors - Edge Neighbors

Signature

edge_neighbors(
  
)

Result

face_count: Int
edge_paths_to_curves - Edge Paths to Curves

Signature

edge_paths_to_curves(
  mesh: Geometry,
  start_vertices: Bool,
  next_vertex_index: Int
)

Result

curves: Geometry

Chain Syntax

mesh: Geometry = ...
mesh.edge_paths_to_curves(...)
edge_paths_to_selection - Edge Paths to Selection

Signature

edge_paths_to_selection(
  start_vertices: Bool,
  next_vertex_index: Int
)

Result

selection: Bool

Chain Syntax

start_vertices: Bool = ...
start_vertices.edge_paths_to_selection(...)
edge_vertices - Edge Vertices

Signature

edge_vertices(
  
)

Result

{ vertex_index_1: Int, vertex_index_2: Int, position_1: Vector, position_2: Vector }
endpoint_selection - Endpoint Selection

Signature

endpoint_selection(
  start_size: Int,
  end_size: Int
)

Result

selection: Bool

Chain Syntax

start_size: Int = ...
start_size.endpoint_selection(...)
extrude_mesh - Extrude Mesh

Signature

extrude_mesh(
  mode: 'VERTICES' | 'EDGES' | 'FACES',
  mesh: Geometry,
  selection: Bool,
  offset: VectorTranslation,
  offset_scale: Float,
  individual: Bool
)

Result

{ mesh: Geometry, top: Bool, side: Bool }

Chain Syntax

mesh: Geometry = ...
mesh.extrude_mesh(...)
face_area - Face Area

Signature

face_area(
  
)

Result

area: Float
face_neighbors - Face Neighbors

Signature

face_neighbors(
  
)

Result

{ vertex_count: Int, face_count: Int }
field_at_index - Field at Index

Signature

field_at_index(
  domain: 'POINT' | 'EDGE' | 'FACE' | 'CORNER' | 'CURVE' | 'INSTANCE',
  data_type: 'FLOAT' | 'INT' | 'FLOAT_VECTOR' | 'FLOAT_COLOR' | 'BYTE_COLOR' | 'STRING' | 'BOOLEAN' | 'FLOAT2' | 'INT8',
  index: Int,
  value: Float | Int | Vector | Color | Bool
)

Result

value: Bool

Chain Syntax

index: Int = ...
index.field_at_index(...)
fill_curve - Fill Curve

Signature

fill_curve(
  mode: 'TRIANGLES' | 'NGONS',
  curve: Geometry
)

Result

mesh: Geometry

Chain Syntax

curve: Geometry = ...
curve.fill_curve(...)
fillet_curve - Fillet Curve

Signature

fillet_curve(
  mode: 'BEZIER' | 'POLY',
  curve: Geometry,
  count: Int,
  radius: FloatDistance,
  limit_radius: Bool
)

Result

curve: Geometry

Chain Syntax

curve: Geometry = ...
curve.fillet_curve(...)
flip_faces - Flip Faces

Signature

flip_faces(
  mesh: Geometry,
  selection: Bool
)

Result

mesh: Geometry

Chain Syntax

mesh: Geometry = ...
mesh.flip_faces(...)
float_curve - Float Curve

Signature

float_curve(
  mapping: Pointer,
  factor: FloatFactor,
  value: Float
)

Result

value: Float

Chain Syntax

factor: FloatFactor = ...
factor.float_curve(...)
float_to_integer - Float to Integer

Signature

float_to_integer(
  rounding_mode: 'ROUND' | 'FLOOR' | 'CEILING' | 'TRUNCATE',
  float: Float
)

Result

integer: Int

Chain Syntax

float: Float = ...
float.float_to_integer(...)
frame - Frame

Signature

frame(
  text: Pointer,
  shrink: Boolean,
  label_size: Int
)

Result

geometry_proximity - Geometry Proximity

Signature

geometry_proximity(
  target_element: 'POINTS' | 'EDGES' | 'FACES',
  target: Geometry,
  source_position: Vector
)

Result

{ position: Vector, distance: Float }

Chain Syntax

target: Geometry = ...
target.geometry_proximity(...)
geometry_to_instance - Geometry to Instance

Signature

geometry_to_instance(
  geometry: List[Geometry]
)

Result

instances: Geometry

Chain Syntax

geometry: List[Geometry] = ...
geometry.geometry_to_instance(...)
gradient_texture - Gradient Texture

Signature

gradient_texture(
  texture_mapping: Pointer,
  color_mapping: Pointer,
  gradient_type: 'LINEAR' | 'QUADRATIC' | 'EASING' | 'DIAGONAL' | 'SPHERICAL' | 'QUADRATIC_SPHERE' | 'RADIAL',
  vector: Vector
)

Result

{ color: Color, fac: Float }

Chain Syntax

vector: Vector = ...
vector.gradient_texture(...)
grid - Grid

Signature

grid(
  size_x: FloatDistance,
  size_y: FloatDistance,
  vertices_x: Int,
  vertices_y: Int
)

Result

mesh: Geometry

Chain Syntax

size_x: FloatDistance = ...
size_x.grid(...)
group - Group

Signature

group(
  node_tree: Pointer,
  interface: Pointer
)

Result

handle_type_selection - Handle Type Selection

Signature

handle_type_selection(
  handle_type: 'FREE' | 'AUTO' | 'VECTOR' | 'ALIGN',
  mode: 'LEFT' | 'RIGHT'
)

Result

selection: Bool
ico_sphere - Ico Sphere

Signature

ico_sphere(
  radius: FloatDistance,
  subdivisions: Int
)

Result

mesh: Geometry

Chain Syntax

radius: FloatDistance = ...
radius.ico_sphere(...)
id - ID

Signature

id(
  
)

Result

id: Int
image_texture - Image Texture

Signature

image_texture(
  interpolation: 'Linear' | 'Closest' | 'Cubic',
  extension: 'REPEAT' | 'EXTEND' | 'CLIP',
  image: Image,
  vector: Vector,
  frame: Int
)

Result

{ color: Color, alpha: Float }

Chain Syntax

image: Image = ...
image.image_texture(...)
index - Index

Signature

index(
  
)

Result

index: Int
instance_on_points - Instance on Points

Signature

instance_on_points(
  points: Geometry,
  selection: Bool,
  instance: Geometry,
  pick_instance: Bool,
  instance_index: Int,
  rotation: VectorEuler,
  scale: VectorXYZ
)

Result

instances: Geometry

Chain Syntax

points: Geometry = ...
points.instance_on_points(...)
instance_rotation - Instance Rotation

Signature

instance_rotation(
  
)

Result

rotation: Vector
instance_scale - Instance Scale

Signature

instance_scale(
  
)

Result

scale: Vector
instances_to_points - Instances to Points

Signature

instances_to_points(
  instances: Geometry,
  selection: Bool,
  position: Vector,
  radius: FloatDistance
)

Result

points: Geometry

Chain Syntax

instances: Geometry = ...
instances.instances_to_points(...)
interpolate_domain - Interpolate Domain

Signature

interpolate_domain(
  domain: 'POINT' | 'EDGE' | 'FACE' | 'CORNER' | 'CURVE' | 'INSTANCE',
  data_type: 'FLOAT' | 'INT' | 'FLOAT_VECTOR' | 'FLOAT_COLOR' | 'BYTE_COLOR' | 'STRING' | 'BOOLEAN' | 'FLOAT2' | 'INT8',
  value: Float | Int | Vector | Color | Bool
)

Result

value: Bool

Chain Syntax

value: Float = ...
value.interpolate_domain(...)
is_face_planar - Is Face Planar

Signature

is_face_planar(
  threshold: FloatDistance
)

Result

planar: Bool

Chain Syntax

threshold: FloatDistance = ...
threshold.is_face_planar(...)
is_shade_smooth - Is Shade Smooth

Signature

is_shade_smooth(
  
)

Result

smooth: Bool
is_spline_cyclic - Is Spline Cyclic

Signature

is_spline_cyclic(
  
)

Result

cyclic: Bool
is_viewport - Is Viewport

Signature

is_viewport(
  
)

Result

is_viewport: Bool
join_geometry - Join Geometry

Signature

join_geometry(
  geometry: List[Geometry]
)

Result

geometry: Geometry

Chain Syntax

geometry: List[Geometry] = ...
geometry.join_geometry(...)
join_strings - Join Strings

Signature

join_strings(
  delimiter: String,
  strings: List[String]
)

Result

string: String

Chain Syntax

delimiter: String = ...
delimiter.join_strings(...)
magic_texture - Magic Texture

Signature

magic_texture(
  texture_mapping: Pointer,
  color_mapping: Pointer,
  turbulence_depth: Int,
  vector: Vector,
  scale: Float,
  distortion: Float
)

Result

{ color: Color, fac: Float }

Chain Syntax

vector: Vector = ...
vector.magic_texture(...)
map_range - Map Range

Signature

map_range(
  clamp: Boolean,
  interpolation_type: 'LINEAR' | 'STEPPED' | 'SMOOTHSTEP' | 'SMOOTHERSTEP',
  data_type: 'FLOAT' | 'FLOAT_VECTOR',
  value: Float,
  from_min: Float | Vector,
  from_max: Float | Vector,
  to_min: Float | Vector,
  to_max: Float | Vector,
  steps: Float | Vector,
  vector: Vector
)

Result

{ result: Float, vector: Vector }

Chain Syntax

value: Float = ...
value.map_range(...)
material - Material

Signature

material(
  material: Pointer
)

Result

material: Material
material_index - Material Index

Signature

material_index(
  
)

Result

material_index: Int
material_selection - Material Selection

Signature

material_selection(
  material: Material
)

Result

selection: Bool

Chain Syntax

material: Material = ...
material.material_selection(...)
math - Math

Signature

math(
  operation: 'ADD' | 'SUBTRACT' | 'MULTIPLY' | 'DIVIDE' | 'MULTIPLY_ADD' | 'POWER' | 'LOGARITHM' | 'SQRT' | 'INVERSE_SQRT' | 'ABSOLUTE' | 'EXPONENT' | 'MINIMUM' | 'MAXIMUM' | 'LESS_THAN' | 'GREATER_THAN' | 'SIGN' | 'COMPARE' | 'SMOOTH_MIN' | 'SMOOTH_MAX' | 'ROUND' | 'FLOOR' | 'CEIL' | 'TRUNC' | 'FRACT' | 'MODULO' | 'WRAP' | 'SNAP' | 'PINGPONG' | 'SINE' | 'COSINE' | 'TANGENT' | 'ARCSINE' | 'ARCCOSINE' | 'ARCTANGENT' | 'ARCTAN2' | 'SINH' | 'COSH' | 'TANH' | 'RADIANS' | 'DEGREES',
  use_clamp: Boolean,
  value: Float | Float | Float
)

Result

value: Float

Chain Syntax

value: Float = ...
value.math(...)
merge_by_distance - Merge by Distance

Signature

merge_by_distance(
  mode: 'ALL' | 'CONNECTED',
  geometry: Geometry,
  selection: Bool,
  distance: FloatDistance
)

Result

geometry: Geometry

Chain Syntax

geometry: Geometry = ...
geometry.merge_by_distance(...)
mesh_boolean - Mesh Boolean

Signature

mesh_boolean(
  operation: 'INTERSECT' | 'UNION' | 'DIFFERENCE',
  mesh_1: Geometry,
  mesh_2: List[Geometry],
  self_intersection: Bool,
  hole_tolerant: Bool
)

Result

{ mesh: Geometry, intersecting_edges: Bool }

Chain Syntax

mesh_1: Geometry = ...
mesh_1.mesh_boolean(...)
mesh_circle - Mesh Circle

Signature

mesh_circle(
  fill_type: 'NONE' | 'NGON' | 'TRIANGLE_FAN',
  vertices: Int,
  radius: FloatDistance
)

Result

mesh: Geometry

Chain Syntax

vertices: Int = ...
vertices.mesh_circle(...)
mesh_island - Mesh Island

Signature

mesh_island(
  
)

Result

{ island_index: Int, island_count: Int }
mesh_line - Mesh Line

Signature

mesh_line(
  mode: 'OFFSET' | 'END_POINTS',
  count_mode: 'TOTAL' | 'RESOLUTION',
  count: Int,
  resolution: FloatDistance,
  start_location: VectorTranslation,
  offset: VectorTranslation
)

Result

mesh: Geometry

Chain Syntax

count: Int = ...
count.mesh_line(...)
mesh_to_curve - Mesh to Curve

Signature

mesh_to_curve(
  mesh: Geometry,
  selection: Bool
)

Result

curve: Geometry

Chain Syntax

mesh: Geometry = ...
mesh.mesh_to_curve(...)
mesh_to_points - Mesh to Points

Signature

mesh_to_points(
  mode: 'VERTICES' | 'EDGES' | 'FACES' | 'CORNERS',
  mesh: Geometry,
  selection: Bool,
  position: Vector,
  radius: FloatDistance
)

Result

points: Geometry

Chain Syntax

mesh: Geometry = ...
mesh.mesh_to_points(...)
mesh_to_volume - Mesh to Volume

Signature

mesh_to_volume(
  resolution_mode: 'VOXEL_AMOUNT' | 'VOXEL_SIZE',
  mesh: Geometry,
  density: Float,
  voxel_size: FloatDistance,
  voxel_amount: Float,
  exterior_band_width: FloatDistance,
  interior_band_width: FloatDistance,
  fill_volume: Bool
)

Result

volume: Geometry

Chain Syntax

mesh: Geometry = ...
mesh.mesh_to_volume(...)
mixrgb - MixRGB

Signature

mixrgb(
  blend_type: 'MIX' | 'DARKEN' | 'MULTIPLY' | 'BURN' | 'LIGHTEN' | 'SCREEN' | 'DODGE' | 'ADD' | 'OVERLAY' | 'SOFT_LIGHT' | 'LINEAR_LIGHT' | 'DIFFERENCE' | 'SUBTRACT' | 'DIVIDE' | 'HUE' | 'SATURATION' | 'COLOR' | 'VALUE',
  use_alpha: Boolean,
  use_clamp: Boolean,
  fac: FloatFactor,
  color1: Color,
  color2: Color
)

Result

color: Color

Chain Syntax

fac: FloatFactor = ...
fac.mixrgb(...)
musgrave_texture - Musgrave Texture

Signature

musgrave_texture(
  texture_mapping: Pointer,
  color_mapping: Pointer,
  musgrave_dimensions: '1D' | '2D' | '3D' | '4D',
  musgrave_type: 'MULTIFRACTAL' | 'RIDGED_MULTIFRACTAL' | 'HYBRID_MULTIFRACTAL' | 'FBM' | 'HETERO_TERRAIN',
  vector: Vector,
  w: Float,
  scale: Float,
  detail: Float,
  dimension: Float,
  lacunarity: Float,
  offset: Float,
  gain: Float
)

Result

fac: Float

Chain Syntax

vector: Vector = ...
vector.musgrave_texture(...)
named_attribute - Named Attribute

Signature

named_attribute(
  data_type: 'FLOAT' | 'INT' | 'FLOAT_VECTOR' | 'FLOAT_COLOR' | 'BYTE_COLOR' | 'STRING' | 'BOOLEAN' | 'FLOAT2' | 'INT8',
  name: String
)

Result

attribute: Int

Chain Syntax

name: String = ...
name.named_attribute(...)
noise_texture - Noise Texture

Signature

noise_texture(
  texture_mapping: Pointer,
  color_mapping: Pointer,
  noise_dimensions: '1D' | '2D' | '3D' | '4D',
  vector: Vector,
  w: Float,
  scale: Float,
  detail: Float,
  roughness: FloatFactor,
  distortion: Float
)

Result

{ fac: Float, color: Color }

Chain Syntax

vector: Vector = ...
vector.noise_texture(...)
normal - Normal

Signature

normal(
  
)

Result

normal: Vector
object_info - Object Info

Signature

object_info(
  transform_space: 'ORIGINAL' | 'RELATIVE',
  object: Object,
  as_instance: Bool
)

Result

{ location: Vector, rotation: Vector, scale: Vector, geometry: Geometry }

Chain Syntax

object: Object = ...
object.object_info(...)
pack_uv_islands - Pack UV Islands

Signature

pack_uv_islands(
  uv: Vector,
  selection: Bool,
  margin: Float,
  rotate: Bool
)

Result

uv: Vector

Chain Syntax

uv: Vector = ...
uv.pack_uv_islands(...)
points - Points

Signature

points(
  count: Int,
  position: Vector,
  radius: FloatDistance
)

Result

geometry: Geometry

Chain Syntax

count: Int = ...
count.points(...)
points_to_vertices - Points to Vertices

Signature

points_to_vertices(
  points: Geometry,
  selection: Bool
)

Result

mesh: Geometry

Chain Syntax

points: Geometry = ...
points.points_to_vertices(...)
points_to_volume - Points to Volume

Signature

points_to_volume(
  resolution_mode: 'VOXEL_AMOUNT' | 'VOXEL_SIZE',
  points: Geometry,
  density: Float,
  voxel_size: FloatDistance,
  voxel_amount: Float,
  radius: FloatDistance
)

Result

volume: Geometry

Chain Syntax

points: Geometry = ...
points.points_to_volume(...)
position - Position

Signature

position(
  
)

Result

position: Vector
quadratic_bezier - Quadratic Bezier

Signature

quadratic_bezier(
  resolution: IntUnsigned,
  start: VectorTranslation,
  middle: VectorTranslation,
  end: VectorTranslation
)

Result

curve: Geometry

Chain Syntax

resolution: IntUnsigned = ...
resolution.quadratic_bezier(...)
quadrilateral - Quadrilateral

Signature

quadrilateral(
  mode: 'RECTANGLE' | 'PARALLELOGRAM' | 'TRAPEZOID' | 'KITE' | 'POINTS',
  width: FloatDistance,
  height: FloatDistance,
  bottom_width: FloatDistance,
  top_width: FloatDistance,
  offset: FloatDistance,
  bottom_height: FloatDistance,
  top_height: FloatDistance,
  point_1: Vector,
  point_2: Vector,
  point_3: Vector,
  point_4: Vector
)

Result

curve: Geometry

Chain Syntax

width: FloatDistance = ...
width.quadrilateral(...)
radius - Radius

Signature

radius(
  
)

Result

radius: Float
random_value - Random Value

Signature

random_value(
  data_type: 'FLOAT' | 'INT' | 'FLOAT_VECTOR' | 'FLOAT_COLOR' | 'BYTE_COLOR' | 'STRING' | 'BOOLEAN' | 'FLOAT2' | 'INT8',
  min: Vector | Float | Int,
  max: Vector | Float | Int,
  probability: FloatFactor,
  id: Int,
  seed: Int
)

Result

value: Bool

Chain Syntax

min: Vector = ...
min.random_value(...)
raycast - Raycast

Signature

raycast(
  mapping: 'INTERPOLATED' | 'NEAREST',
  data_type: 'FLOAT' | 'INT' | 'FLOAT_VECTOR' | 'FLOAT_COLOR' | 'BYTE_COLOR' | 'STRING' | 'BOOLEAN' | 'FLOAT2' | 'INT8',
  target_geometry: Geometry,
  attribute: Vector | Float | Color | Bool | Int,
  source_position: Vector,
  ray_direction: Vector,
  ray_length: FloatDistance
)

Result

{ is_hit: Bool, hit_position: Vector, hit_normal: Vector, hit_distance: Float, attribute: Int }

Chain Syntax

target_geometry: Geometry = ...
target_geometry.raycast(...)
realize_instances - Realize Instances

Signature

realize_instances(
  legacy_behavior: Boolean,
  geometry: Geometry
)

Result

geometry: Geometry

Chain Syntax

geometry: Geometry = ...
geometry.realize_instances(...)
remove_named_attribute - Remove Named Attribute

Signature

remove_named_attribute(
  geometry: Geometry,
  name: String
)

Result

geometry: Geometry

Chain Syntax

geometry: Geometry = ...
geometry.remove_named_attribute(...)
replace_material - Replace Material

Signature

replace_material(
  geometry: Geometry,
  old: Material,
  new: Material
)

Result

geometry: Geometry

Chain Syntax

geometry: Geometry = ...
geometry.replace_material(...)
replace_string - Replace String

Signature

replace_string(
  string: String,
  find: String,
  replace: String
)

Result

string: String

Chain Syntax

string: String = ...
string.replace_string(...)
reroute - Reroute

Signature

reroute(
  input: Color
)

Result

output: Color

Chain Syntax

input: Color = ...
input.reroute(...)
resample_curve - Resample Curve

Signature

resample_curve(
  mode: 'EVALUATED' | 'COUNT' | 'LENGTH',
  curve: Geometry,
  selection: Bool,
  count: Int,
  length: FloatDistance
)

Result

curve: Geometry

Chain Syntax

curve: Geometry = ...
curve.resample_curve(...)
reverse_curve - Reverse Curve

Signature

reverse_curve(
  curve: Geometry,
  selection: Bool
)

Result

curve: Geometry

Chain Syntax

curve: Geometry = ...
curve.reverse_curve(...)
rgb_curves - RGB Curves

Signature

rgb_curves(
  mapping: Pointer,
  fac: FloatFactor,
  color: Color
)

Result

color: Color

Chain Syntax

fac: FloatFactor = ...
fac.rgb_curves(...)
rotate_euler - Rotate Euler

Signature

rotate_euler(
  space: 'OBJECT' | 'LOCAL',
  rotation: VectorEuler,
  rotate_by: VectorEuler,
  axis: VectorXYZ,
  angle: FloatAngle
)

Result

rotation: Vector

Chain Syntax

rotation: VectorEuler = ...
rotation.rotate_euler(...)
rotate_instances - Rotate Instances

Signature

rotate_instances(
  instances: Geometry,
  selection: Bool,
  rotation: VectorEuler,
  pivot_point: VectorTranslation,
  local_space: Bool
)

Result

instances: Geometry

Chain Syntax

instances: Geometry = ...
instances.rotate_instances(...)
sample_curve - Sample Curve

Signature

sample_curve(
  mode: 'FACTOR' | 'LENGTH',
  curve: Geometry,
  factor: FloatFactor,
  length: FloatDistance
)

Result

{ position: Vector, tangent: Vector, normal: Vector }

Chain Syntax

curve: Geometry = ...
curve.sample_curve(...)
scale_elements - Scale Elements

Signature

scale_elements(
  domain: 'FACE' | 'EDGE',
  scale_mode: 'UNIFORM' | 'SINGLE_AXIS',
  geometry: Geometry,
  selection: Bool,
  scale: Float,
  center: VectorTranslation,
  axis: Vector
)

Result

geometry: Geometry

Chain Syntax

geometry: Geometry = ...
geometry.scale_elements(...)
scale_instances - Scale Instances

Signature

scale_instances(
  instances: Geometry,
  selection: Bool,
  scale: VectorXYZ,
  center: VectorTranslation,
  local_space: Bool
)

Result

instances: Geometry

Chain Syntax

instances: Geometry = ...
instances.scale_instances(...)
scene_time - Scene Time

Signature

scene_time(
  
)

Result

{ seconds: Float, frame: Float }
separate_color - Separate Color

Signature

separate_color(
  mode: 'RGB' | 'HSV' | 'HSL',
  color: Color
)

Result

{ red: Float, green: Float, blue: Float, alpha: Float }

Chain Syntax

color: Color = ...
color.separate_color(...)
separate_components - Separate Components

Signature

separate_components(
  geometry: Geometry
)

Result

{ mesh: Geometry, point_cloud: Geometry, curve: Geometry, volume: Geometry, instances: Geometry }

Chain Syntax

geometry: Geometry = ...
geometry.separate_components(...)
separate_geometry - Separate Geometry

Signature

separate_geometry(
  domain: 'POINT' | 'EDGE' | 'FACE' | 'CURVE' | 'INSTANCE',
  geometry: Geometry,
  selection: Bool
)

Result

{ selection: Geometry, inverted: Geometry }

Chain Syntax

geometry: Geometry = ...
geometry.separate_geometry(...)
separate_xyz - Separate XYZ

Signature

separate_xyz(
  vector: Vector
)

Result

{ x: Float, y: Float, z: Float }

Chain Syntax

vector: Vector = ...
vector.separate_xyz(...)
set_curve_radius - Set Curve Radius

Signature

set_curve_radius(
  curve: Geometry,
  selection: Bool,
  radius: FloatDistance
)

Result

curve: Geometry

Chain Syntax

curve: Geometry = ...
curve.set_curve_radius(...)
set_curve_tilt - Set Curve Tilt

Signature

set_curve_tilt(
  curve: Geometry,
  selection: Bool,
  tilt: FloatAngle
)

Result

curve: Geometry

Chain Syntax

curve: Geometry = ...
curve.set_curve_tilt(...)
set_handle_positions - Set Handle Positions

Signature

set_handle_positions(
  mode: 'LEFT' | 'RIGHT',
  curve: Geometry,
  selection: Bool,
  position: Vector,
  offset: Vector
)

Result

curve: Geometry

Chain Syntax

curve: Geometry = ...
curve.set_handle_positions(...)
set_handle_type - Set Handle Type

Signature

set_handle_type(
  handle_type: 'FREE' | 'AUTO' | 'VECTOR' | 'ALIGN',
  mode: 'LEFT' | 'RIGHT',
  curve: Geometry,
  selection: Bool
)

Result

curve: Geometry

Chain Syntax

curve: Geometry = ...
curve.set_handle_type(...)
set_id - Set ID

Signature

set_id(
  geometry: Geometry,
  selection: Bool,
  id: Int
)

Result

geometry: Geometry

Chain Syntax

geometry: Geometry = ...
geometry.set_id(...)
set_material - Set Material

Signature

set_material(
  geometry: Geometry,
  selection: Bool,
  material: Material
)

Result

geometry: Geometry

Chain Syntax

geometry: Geometry = ...
geometry.set_material(...)
set_material_index - Set Material Index

Signature

set_material_index(
  geometry: Geometry,
  selection: Bool,
  material_index: Int
)

Result

geometry: Geometry

Chain Syntax

geometry: Geometry = ...
geometry.set_material_index(...)
set_point_radius - Set Point Radius

Signature

set_point_radius(
  points: Geometry,
  selection: Bool,
  radius: FloatDistance
)

Result

points: Geometry

Chain Syntax

points: Geometry = ...
points.set_point_radius(...)
set_position - Set Position

Signature

set_position(
  geometry: Geometry,
  selection: Bool,
  position: Vector,
  offset: VectorTranslation
)

Result

geometry: Geometry

Chain Syntax

geometry: Geometry = ...
geometry.set_position(...)
set_shade_smooth - Set Shade Smooth

Signature

set_shade_smooth(
  geometry: Geometry,
  selection: Bool,
  shade_smooth: Bool
)

Result

geometry: Geometry

Chain Syntax

geometry: Geometry = ...
geometry.set_shade_smooth(...)
set_spline_cyclic - Set Spline Cyclic

Signature

set_spline_cyclic(
  geometry: Geometry,
  selection: Bool,
  cyclic: Bool
)

Result

geometry: Geometry

Chain Syntax

geometry: Geometry = ...
geometry.set_spline_cyclic(...)
set_spline_resolution - Set Spline Resolution

Signature

set_spline_resolution(
  geometry: Geometry,
  selection: Bool,
  resolution: Int
)

Result

geometry: Geometry

Chain Syntax

geometry: Geometry = ...
geometry.set_spline_resolution(...)
set_spline_type - Set Spline Type

Signature

set_spline_type(
  spline_type: 'CATMULL_ROM' | 'POLY' | 'BEZIER' | 'NURBS',
  curve: Geometry,
  selection: Bool
)

Result

curve: Geometry

Chain Syntax

curve: Geometry = ...
curve.set_spline_type(...)
shortest_edge_paths - Shortest Edge Paths

Signature

shortest_edge_paths(
  end_vertex: Bool,
  edge_cost: Float
)

Result

{ next_vertex_index: Int, total_cost: Float }

Chain Syntax

end_vertex: Bool = ...
end_vertex.shortest_edge_paths(...)
slice_string - Slice String

Signature

slice_string(
  string: String,
  position: Int,
  length: Int
)

Result

string: String

Chain Syntax

string: String = ...
string.slice_string(...)
special_characters - Special Characters

Signature

special_characters(
  
)

Result

{ line_break: String, tab: String }
spline_length - Spline Length

Signature

spline_length(
  
)

Result

{ length: Float, point_count: Int }
spline_parameter - Spline Parameter

Signature

spline_parameter(
  
)

Result

{ factor: Float, length: Float, index: Int }
spline_resolution - Spline Resolution

Signature

spline_resolution(
  
)

Result

resolution: Int
split_edges - Split Edges

Signature

split_edges(
  mesh: Geometry,
  selection: Bool
)

Result

mesh: Geometry

Chain Syntax

mesh: Geometry = ...
mesh.split_edges(...)
star - Star

Signature

star(
  points: IntUnsigned,
  inner_radius: FloatDistance,
  outer_radius: FloatDistance,
  twist: FloatAngle
)

Result

{ curve: Geometry, outer_points: Bool }

Chain Syntax

points: IntUnsigned = ...
points.star(...)
store_named_attribute - Store Named Attribute

Signature

store_named_attribute(
  data_type: 'FLOAT' | 'INT' | 'FLOAT_VECTOR' | 'FLOAT_COLOR' | 'BYTE_COLOR' | 'STRING' | 'BOOLEAN' | 'FLOAT2' | 'INT8',
  domain: 'POINT' | 'EDGE' | 'FACE' | 'CORNER' | 'CURVE' | 'INSTANCE',
  geometry: Geometry,
  name: String,
  value: Vector | Float | Color | Bool | Int
)

Result

geometry: Geometry

Chain Syntax

geometry: Geometry = ...
geometry.store_named_attribute(...)
string_length - String Length

Signature

string_length(
  string: String
)

Result

length: Int

Chain Syntax

string: String = ...
string.string_length(...)
string_to_curves - String to Curves

Signature

string_to_curves(
  font: Pointer,
  overflow: 'OVERFLOW' | 'SCALE_TO_FIT' | 'TRUNCATE',
  align_x: 'LEFT' | 'CENTER' | 'RIGHT' | 'JUSTIFY' | 'FLUSH',
  align_y: 'TOP_BASELINE' | 'TOP' | 'MIDDLE' | 'BOTTOM_BASELINE' | 'BOTTOM',
  pivot_mode: 'MIDPOINT' | 'TOP_LEFT' | 'TOP_CENTER' | 'TOP_RIGHT' | 'BOTTOM_LEFT' | 'BOTTOM_CENTER' | 'BOTTOM_RIGHT',
  string: String,
  size: FloatDistance,
  character_spacing: FloatDistance,
  word_spacing: FloatDistance,
  line_spacing: FloatDistance,
  text_box_width: FloatDistance,
  text_box_height: FloatDistance
)

Result

{ curve_instances: Geometry, remainder: String, line: Int, pivot_point: Vector }

Chain Syntax

string: String = ...
string.string_to_curves(...)
subdivide_curve - Subdivide Curve

Signature

subdivide_curve(
  curve: Geometry,
  cuts: Int
)

Result

curve: Geometry

Chain Syntax

curve: Geometry = ...
curve.subdivide_curve(...)
subdivide_mesh - Subdivide Mesh

Signature

subdivide_mesh(
  mesh: Geometry,
  level: Int
)

Result

mesh: Geometry

Chain Syntax

mesh: Geometry = ...
mesh.subdivide_mesh(...)
subdivision_surface - Subdivision Surface

Signature

subdivision_surface(
  uv_smooth: 'NONE' | 'PRESERVE_CORNERS' | 'PRESERVE_CORNERS_AND_JUNCTIONS' | 'PRESERVE_CORNERS_JUNCTIONS_AND_CONCAVE' | 'PRESERVE_BOUNDARIES' | 'SMOOTH_ALL',
  boundary_smooth: 'PRESERVE_CORNERS' | 'ALL',
  mesh: Geometry,
  level: Int,
  edge_crease: FloatFactor,
  vertex_crease: FloatFactor
)

Result

mesh: Geometry

Chain Syntax

mesh: Geometry = ...
mesh.subdivision_surface(...)
switch - Switch

Signature

switch(
  input_type: 'FLOAT' | 'INT' | 'BOOLEAN' | 'VECTOR' | 'STRING' | 'RGBA' | 'OBJECT' | 'IMAGE' | 'GEOMETRY' | 'COLLECTION' | 'TEXTURE' | 'MATERIAL',
  switch: Bool | Bool,
  false: Float | Int | Bool | Vector | Color | String | Geometry | Object | Collection | Texture | Material | Image,
  true: Float | Int | Bool | Vector | Color | String | Geometry | Object | Collection | Texture | Material | Image
)

Result

output: Image

Chain Syntax

switch: Bool = ...
switch.switch(...)
transfer_attribute - Transfer Attribute

Signature

transfer_attribute(
  mapping: 'NEAREST_FACE_INTERPOLATED' | 'NEAREST' | 'INDEX',
  data_type: 'FLOAT' | 'INT' | 'FLOAT_VECTOR' | 'FLOAT_COLOR' | 'BYTE_COLOR' | 'STRING' | 'BOOLEAN' | 'FLOAT2' | 'INT8',
  domain: 'POINT' | 'EDGE' | 'FACE' | 'CORNER' | 'CURVE' | 'INSTANCE',
  source: Geometry,
  attribute: Vector | Float | Color | Bool | Int,
  source_position: Vector,
  index: Int
)

Result

attribute: Int

Chain Syntax

source: Geometry = ...
source.transfer_attribute(...)
transform - Transform

Signature

transform(
  geometry: Geometry,
  translation: VectorTranslation,
  rotation: VectorEuler,
  scale: VectorXYZ
)

Result

geometry: Geometry

Chain Syntax

geometry: Geometry = ...
geometry.transform(...)
translate_instances - Translate Instances

Signature

translate_instances(
  instances: Geometry,
  selection: Bool,
  translation: VectorTranslation,
  local_space: Bool
)

Result

instances: Geometry

Chain Syntax

instances: Geometry = ...
instances.translate_instances(...)
triangulate - Triangulate

Signature

triangulate(
  quad_method: 'BEAUTY' | 'FIXED' | 'FIXED_ALTERNATE' | 'SHORTEST_DIAGONAL' | 'LONGEST_DIAGONAL',
  ngon_method: 'BEAUTY' | 'CLIP',
  mesh: Geometry,
  selection: Bool,
  minimum_vertices: Int
)

Result

mesh: Geometry

Chain Syntax

mesh: Geometry = ...
mesh.triangulate(...)
trim_curve - Trim Curve

Signature

trim_curve(
  mode: 'FACTOR' | 'LENGTH',
  curve: Geometry,
  start: FloatFactor | FloatDistance,
  end: FloatFactor | FloatDistance
)

Result

curve: Geometry

Chain Syntax

curve: Geometry = ...
curve.trim_curve(...)
uv_sphere - UV Sphere

Signature

uv_sphere(
  segments: Int,
  rings: Int,
  radius: FloatDistance
)

Result

mesh: Geometry

Chain Syntax

segments: Int = ...
segments.uv_sphere(...)
uv_unwrap - UV Unwrap

Signature

uv_unwrap(
  method: 'ANGLE_BASED' | 'CONFORMAL',
  selection: Bool,
  seam: Bool,
  margin: Float,
  fill_holes: Bool
)

Result

uv: Vector

Chain Syntax

selection: Bool = ...
selection.uv_unwrap(...)
value_to_string - Value to String

Signature

value_to_string(
  value: Float,
  decimals: Int
)

Result

string: String

Chain Syntax

value: Float = ...
value.value_to_string(...)
vector_curves - Vector Curves

Signature

vector_curves(
  mapping: Pointer,
  fac: FloatFactor,
  vector: Vector
)

Result

vector: Vector

Chain Syntax

fac: FloatFactor = ...
fac.vector_curves(...)
vector_math - Vector Math

Signature

vector_math(
  operation: 'ADD' | 'SUBTRACT' | 'MULTIPLY' | 'DIVIDE' | 'MULTIPLY_ADD' | 'CROSS_PRODUCT' | 'PROJECT' | 'REFLECT' | 'REFRACT' | 'FACEFORWARD' | 'DOT_PRODUCT' | 'DISTANCE' | 'LENGTH' | 'SCALE' | 'NORMALIZE' | 'ABSOLUTE' | 'MINIMUM' | 'MAXIMUM' | 'FLOOR' | 'CEIL' | 'FRACTION' | 'MODULO' | 'WRAP' | 'SNAP' | 'SINE' | 'COSINE' | 'TANGENT',
  vector: Vector | Vector | Vector,
  scale: Float
)

Result

{ vector: Vector, value: Float }

Chain Syntax

vector: Vector = ...
vector.vector_math(...)
vector_rotate - Vector Rotate

Signature

vector_rotate(
  rotation_type: 'AXIS_ANGLE' | 'X_AXIS' | 'Y_AXIS' | 'Z_AXIS' | 'EULER_XYZ',
  invert: Boolean,
  vector: Vector,
  center: Vector,
  axis: Vector,
  angle: FloatAngle,
  rotation: VectorEuler
)

Result

vector: Vector

Chain Syntax

vector: Vector = ...
vector.vector_rotate(...)
vertex_neighbors - Vertex Neighbors

Signature

vertex_neighbors(
  
)

Result

{ vertex_count: Int, face_count: Int }
viewer - Viewer

Signature

viewer(
  data_type: 'FLOAT' | 'INT' | 'FLOAT_VECTOR' | 'FLOAT_COLOR' | 'BYTE_COLOR' | 'STRING' | 'BOOLEAN' | 'FLOAT2' | 'INT8',
  geometry: Geometry,
  value: Float | Vector | Color | Int | Bool
)

Result

Chain Syntax

geometry: Geometry = ...
geometry.viewer(...)
volume_cube - Volume Cube

Signature

volume_cube(
  density: Float,
  background: Float,
  min: Vector,
  max: Vector,
  resolution_x: Int,
  resolution_y: Int,
  resolution_z: Int
)

Result

volume: Geometry

Chain Syntax

density: Float = ...
density.volume_cube(...)
volume_to_mesh - Volume to Mesh

Signature

volume_to_mesh(
  resolution_mode: 'GRID' | 'VOXEL_AMOUNT' | 'VOXEL_SIZE',
  volume: Geometry,
  voxel_size: FloatDistance,
  voxel_amount: Float,
  threshold: Float,
  adaptivity: FloatFactor
)

Result

mesh: Geometry

Chain Syntax

volume: Geometry = ...
volume.volume_to_mesh(...)
voronoi_texture - Voronoi Texture

Signature

voronoi_texture(
  texture_mapping: Pointer,
  color_mapping: Pointer,
  voronoi_dimensions: '1D' | '2D' | '3D' | '4D',
  distance: 'EUCLIDEAN' | 'MANHATTAN' | 'CHEBYCHEV' | 'MINKOWSKI',
  feature: 'F1' | 'F2' | 'SMOOTH_F1' | 'DISTANCE_TO_EDGE' | 'N_SPHERE_RADIUS',
  vector: Vector,
  w: Float,
  scale: Float,
  smoothness: FloatFactor,
  exponent: Float,
  randomness: FloatFactor
)

Result

{ distance: Float, color: Color, position: Vector, w: Float, radius: Float }

Chain Syntax

vector: Vector = ...
vector.voronoi_texture(...)
wave_texture - Wave Texture

Signature

wave_texture(
  texture_mapping: Pointer,
  color_mapping: Pointer,
  wave_type: 'BANDS' | 'RINGS',
  bands_direction: 'X' | 'Y' | 'Z' | 'DIAGONAL',
  rings_direction: 'X' | 'Y' | 'Z' | 'SPHERICAL',
  wave_profile: 'SIN' | 'SAW' | 'TRI',
  vector: Vector,
  scale: Float,
  distortion: Float,
  detail: Float,
  detail_scale: Float,
  detail_roughness: FloatFactor,
  phase_offset: Float
)

Result

{ color: Color, fac: Float }

Chain Syntax

vector: Vector = ...
vector.wave_texture(...)
white_noise - White Noise

Signature

white_noise(
  noise_dimensions: '1D' | '2D' | '3D' | '4D',
  vector: Vector,
  w: Float
)

Result

{ value: Float, color: Color }

Chain Syntax

vector: Vector = ...
vector.white_noise(...)