kopia lustrzana https://github.com/carson-katri/geometry-script
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261 wiersze
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<h1 class="menu-title">Geometry Script</h1>
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<h1 id="attributes"><a class="header" href="#attributes">Attributes</a></h1>
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<p>An important concept in Geometry Nodes is attributes. Many trees capture attributes or transfer them from one domain to another.</p>
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<p>When using these methods, the <code>data_type</code> argument must be correctly specified for the transfer to work as intended.</p>
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<pre><code class="language-python">@tree("Skin")
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def skin():
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# Create a cube
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c = cube()
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# Create a sphere
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sphere = uv_sphere()
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# Transfer the position to the sphere
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transferred_position = c.transfer_attribute(
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data_type=TransferAttribute.DataType.FLOAT_VECTOR,
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attribute=position()
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)
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# Make the sphere conform to the shape of the cube
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return sphere.set_position(position=transferred_position)
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</code></pre>
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<p>To improve the usability of these nodes, <code>capture(...)</code> and <code>transfer(...)</code> methods are provided on <code>Geometry</code> that simply take the attribute and any other optional arguments.</p>
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<pre><code class="language-python">@tree("Skin")
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def skin():
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# Create a cube
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c = cube()
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# Create a sphere
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sphere = uv_sphere()
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# Make the sphere conform to the shape of the cube
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return sphere.set_position(position=c.transfer(position()))
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</code></pre>
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<p>The same is available for <code>capture(...)</code>.</p>
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<pre><code class="language-python">geometry_with_attribute, attribute = c.capture(position())
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</code></pre>
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<blockquote>
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<p>You must use the <code>Geometry</code> returned from <code>capture(...)</code> for the anonymous attribute it creates to be usable.</p>
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</blockquote>
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<p>Any additional keyword arguments can be passed as normal.</p>
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<pre><code class="language-python">c.transfer(position(), mapping=TransferAttribute.Mapping.INDEX)
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</code></pre>
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<h2 id="named-attributes"><a class="header" href="#named-attributes">Named Attributes</a></h2>
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<p>Custom attributes can be created by name.
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The safest way to use named attributes is with the <code>Attribute</code> class.</p>
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<p>Create a named attribute with a data type and optional domain, then use the <code>store(...)</code>, <code>exists()</code>, and <code>__call__(...)</code> methods to use it.</p>
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<pre><code class="language-python"># Create the attribute
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my_custom_attribute = Attribute(
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"my_custom_attribute",
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NamedAttribute.DataType.FLOAT, # declare the data type once
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StoreNamedAttribute.Domain.INSTANCE # optional
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)
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# Store a value
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geometry = my_custom_attribute.store(geometry, 0.5)
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# Use the value by calling the attribute
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geometry = geometry.set_position(offset=my_custom_attribute())
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</code></pre>
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<h2 id="attribute-sampling"><a class="header" href="#attribute-sampling">Attribute Sampling</a></h2>
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<p>In Blender 3.4+, transfer attribute was replaced with a few separate nodes: <em>Sample Index</em>, <em>Sample Nearest</em>, and <em>Sample Nearest Surface</em>.</p>
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<p>To avoid inputting data types and geometry manually, you can use the custom <code>Geometry</code> subscript.</p>
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<p>The structure for these subscripts is:</p>
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<pre><code class="language-python">geometry[value : index or sample position : domain, mode, domain]
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</code></pre>
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<p>Only the value argument is required. Other arguments can be supplied as needed.</p>
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<pre><code class="language-python">geometry[value]
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geometry[value : sample_position, SampleMode.NEAREST]
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geometry[value : index() + 1 : SampleIndex.Domain.EDGE]
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</code></pre>
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<p>Try passing different arguments and see how the resulting nodes are created.</p>
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