Class Mesh#
main - nodes - nodes menus
Mesh sub class of Geometry
A Mesh has four domains:
Constructors#
Constructors come from the Blender menu Mesh primitives:
Cone, returns the quadruplet: (cone(Mesh), top, bottom, side)
Cylinder, returns the quadruplet: (cone(Mesh), top, bottom, side)
The Line
constructor is also available with the different ways to initialize a line:
LineEndPoints: line is defined by its end points, the number of points is provided
LineEndPointsResolution: same as previous but resolution is given rather than the number of points
LineOffset: line is defined by a starting point, a direction and a number of points
Constructor#
Mesh(self, socket, node=None, label=None)
rom geonodes.nodes import domains
elf.points = Vertex(self) # Initialized before super().init which can override points
Content#
Properties
ID | bounding_box | bounding_box_min | convex_hull | corner_count | curve_component | domain_size | edge_count | face_count | index | instances_component | is_viewport | island | island_count | island_index | material_index | mesh_component | normal | point_count | points_component | position | radius | separate_components | volume_component
Inherited
bl_idname | bnode | is_multi_input | is_output | is_plugged | links | name | node_chain_label | socket_index
Class and static methods
Circle | Collection | Cone | Cube | Cylinder | FromCollection | Grid | IcoSphere | Input | Line | LineEndPoints | LineEndPointsResolution | LineOffset | UVSphere | capture_attribute_node | random_boolean | random_float | random_integer | random_vector
Inherited
get_bl_idname | get_class_name | gives_bsocket | is_socket | is_vector | python_type_to_socket | value_data_type
Methods
attribute_statistic | boolean_difference | boolean_intersect | boolean_union | capture_attribute | corners_of_face | corners_of_vertex | delete | delete_all | delete_edges | delete_faces | distribute_points_on_faces | dual_mesh | duplicate | edge_paths_to_curves | edge_paths_to_selection | edges_of_corner | edges_of_vertex | extrude | face_is_planar | face_of_corner | face_set_boundaries | field_at_index | flip_faces | instance_on_points | instantiate | interpolate_domain | is_shade_smooth | join | material_selection | merge_by_distance | named_attribute | named_boolean | named_color | named_float | named_integer | named_vector | offset_corner_in_face | pack_uv_islands | proximity | proximity_edges | proximity_faces | proximity_points | raycast | raycast_interpolated | raycast_nearest | remove_named_attribute | replace_material | sample_index | sample_nearest | sample_nearest_surface | sample_uv_surface | scale_elements | scale_single_axis | scale_uniform | separate | set_ID | set_material | set_material_index | set_position | set_shade_smooth | shortest_edge_paths | show_handles | split_edges | store_named_attribute | store_named_boolean | store_named_color | store_named_float | store_named_integer | store_named_vector | subdivide | subdivision_surface | switch | to_curve | to_instance | to_points | to_volume | transform | triangulate | uv_unwrap | vertex_of_corner | view | viewer
Inherited
connected_sockets | get_blender_socket | init_domains | init_socket | plug | reroute | reset_properties | stack | to_output
Properties#
ID#
Node: ID | Blender reference | api reference
Returns:#
socket
ID
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bounding_box#
Node: Bounding Box | Blender reference | api reference
Returns:#
socket
bounding_box
of class Mesh
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bounding_box_min#
Node: Bounding Box | Blender reference | api reference
Returns:#
socket
max
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convex_hull#
Node: Convex Hull | Blender reference | api reference
Returns:#
socket
convex_hull
of class Mesh
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corner_count#
Node: Domain Size | Blender reference | api reference
Returns:#
socket
face_corner_count
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curve_component#
Returns:#
socket
curve
of class Curve
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domain_size#
Node: Domain Size | Blender reference | api reference
Returns:#
node with sockets [‘point_count’, ‘edge_count’, ‘face_count’, ‘face_corner_count’, ‘spline_count’, ‘instance_count’]
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edge_count#
Node: Domain Size | Blender reference | api reference
Returns:#
socket
edge_count
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face_count#
Node: Domain Size | Blender reference | api reference
Returns:#
socket
face_count
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index#
Node: Index | Blender reference | api reference
Returns:#
socket
index
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instances_component#
Returns:#
socket
instances
of class Instances
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is_viewport#
Node: Is Viewport | Blender reference | api reference
Returns:#
socket
is_viewport
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island#
Node: Mesh Island | Blender reference | api reference
Returns:#
node with sockets [‘island_index’, ‘island_count’]
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island_count#
Node: Mesh Island | Blender reference | api reference
Returns:#
socket
island_count
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island_index#
Node: Mesh Island | Blender reference | api reference
Returns:#
socket
island_index
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material_index#
Node: Material Index | Blender reference | api reference
Returns:#
socket
material_index
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mesh_component#
Returns:#
socket
mesh
of class Mesh
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normal#
Node: Normal | Blender reference | api reference
Returns:#
socket
normal
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point_count#
Node: Domain Size | Blender reference | api reference
Returns:#
socket
point_count
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points_component#
Returns:#
socket
point_cloud
of class Points
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position#
Node: Position | Blender reference | api reference
Returns:#
socket
position
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radius#
Node: Radius | Blender reference | api reference
Returns:#
socket
radius
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separate_components#
Returns:#
node with sockets [‘mesh’, ‘point_cloud’, ‘curve’, ‘volume’, ‘instances’]
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volume_component#
Returns:#
socket
volume
of class Volume
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Class and static methods#
Circle#
@classmethod
def Circle(cls, vertices=None, radius=None, fill_type='NONE')
Node: Mesh Circle | Blender reference | api reference
Args:#
vertices: Integer
radius: Float
fill_type (str): ‘NONE’ in [NONE, NGON, TRIANGLE_FAN]
Returns:#
socket
mesh
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Collection#
@classmethod
def Collection(cls, collection=None, separate_children=None, reset_children=None, transform_space='ORIGINAL')
Node: Collection Info | Blender reference | api reference
Args:#
collection: Collection
separate_children: Boolean
reset_children: Boolean
transform_space (str): ‘ORIGINAL’ in [ORIGINAL, RELATIVE]
Returns:#
socket
geometry
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Cone#
@staticmethod
def Cone(vertices=None, side_segments=None, fill_segments=None, radius_top=None, radius_bottom=None, depth=None, fill_type='NGON')
Node: Cone | Blender reference | api reference
Args:#
vertices: Integer
side_segments: Integer
fill_segments: Integer
radius_top: Float
radius_bottom: Float
depth: Float
fill_type (str): ‘NGON’ in [NONE, NGON, TRIANGLE_FAN]
Returns:#
tuple (’
mesh
’, ‘top
’, ‘bottom
’, ‘side
’)
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Cube#
@classmethod
def Cube(cls, size=None, vertices_x=None, vertices_y=None, vertices_z=None)
Node: Cube | Blender reference | api reference
Args:#
size: Vector
vertices_x: Integer
vertices_y: Integer
vertices_z: Integer
Returns:#
socket
mesh
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Cylinder#
@staticmethod
def Cylinder(vertices=None, side_segments=None, fill_segments=None, radius=None, depth=None, fill_type='NGON')
Node: Cylinder | Blender reference | api reference
Args:#
vertices: Integer
side_segments: Integer
fill_segments: Integer
radius: Float
depth: Float
fill_type (str): ‘NGON’ in [NONE, NGON, TRIANGLE_FAN]
Returns:#
tuple (’
mesh
’, ‘top
’, ‘bottom
’, ‘side
’)
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FromCollection#
@classmethod
def FromCollection(cls, collection=None, separate_children
Get the geometry from a collection
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Grid#
@classmethod
def Grid(cls, size_x=None, size_y=None, vertices_x=None, vertices_y=None)
Node: Grid | Blender reference | api reference
Args:#
size_x: Float
size_y: Float
vertices_x: Integer
vertices_y: Integer
Returns:#
socket
mesh
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IcoSphere#
@classmethod
def IcoSphere(cls, radius=None, subdivisions=None)
Node: Ico Sphere | Blender reference | api reference
Args:#
radius: Float
subdivisions: Integer
Returns:#
socket
mesh
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Input#
@classmethod
def Input(cls, name = None, description = "")
Create a Geometry input socket in the Group Input Node
Args:#
name: The socket name
description: User tip
Returns:#
Geometry: The Geometry data socket
Note: This method create a new input socket in the Group Input node. To get the default input geometry, use Tree.input_geometry property.
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Line#
@classmethod
def Line(cls, count=None, resolution=None, start_location=None, offset=None, count_mode='TOTAL', mode='OFFSET')
Node: Mesh Line | Blender reference | api reference
Args:#
count: Integer
resolution: Float
start_location: Vector
offset: Vector
count_mode (str): ‘TOTAL’ in [TOTAL, RESOLUTION]
mode (str): ‘OFFSET’ in [OFFSET, END_POINTS]
Returns:#
socket
mesh
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LineEndPoints#
@classmethod
def LineEndPoints(cls, count=None, start_location=None, end_location=None)
Node: Mesh Line | Blender reference | api reference
Args:#
count: Integer
start_location: Vector
end_location: Vector
Returns:#
socket
mesh
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LineEndPointsResolution#
@classmethod
def LineEndPointsResolution(cls, resolution=None, start_location=None, end_location=None)
Node: Mesh Line | Blender reference | api reference
Args:#
resolution: Float
start_location: Vector
end_location: Vector
Returns:#
socket
mesh
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LineOffset#
@classmethod
def LineOffset(cls, count=None, start_location=None, offset=None)
Node: Mesh Line | Blender reference | api reference
Args:#
count: Integer
start_location: Vector
offset: Vector
Returns:#
socket
mesh
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UVSphere#
@classmethod
def UVSphere(cls, segments=None, rings=None, radius=None)
Node: UV Sphere | Blender reference | api reference
Args:#
segments: Integer
rings: Integer
radius: Float
Returns:#
socket
mesh
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capture_attribute_node#
@staticmethod
def capture_attribute_node(geometry=None, value=None, data_type='FLOAT', domain='POINT')
Node: Capture Attribute | Blender reference | api reference
Args:#
geometry: Geometry
value: [‘Vector’, ‘Float’, ‘Color’, ‘Boolean’, ‘Integer’]
data_type (str): ‘FLOAT’ in [FLOAT, INT, FLOAT_VECTOR, FLOAT_COLOR, BOOLEAN]
domain (str): ‘POINT’ in [POINT, EDGE, FACE, CORNER, CURVE, INSTANCE]
Returns:#
node with sockets [‘geometry’, ‘attribute’]
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random_boolean#
@staticmethod
def random_boolean(probability=None, ID=None, seed=None)
Node: Random Value | Blender reference | api reference
Args:#
probability: Float
ID: Integer
seed: Integer
Returns:#
socket
value
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random_float#
@staticmethod
def random_float(min=None, max=None, ID=None, seed=None)
Node: Random Value | Blender reference | api reference
Args:#
min: [‘Vector’, ‘Float’, ‘Integer’]
max: [‘Vector’, ‘Float’, ‘Integer’]
ID: Integer
seed: Integer
Returns:#
socket
value
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random_integer#
@staticmethod
def random_integer(min=None, max=None, ID=None, seed=None)
Node: Random Value | Blender reference | api reference
Args:#
min: [‘Vector’, ‘Float’, ‘Integer’]
max: [‘Vector’, ‘Float’, ‘Integer’]
ID: Integer
seed: Integer
Returns:#
socket
value
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random_vector#
@staticmethod
def random_vector(min=None, max=None, ID=None, seed=None)
Node: Random Value | Blender reference | api reference
Args:#
min: [‘Vector’, ‘Float’, ‘Integer’]
max: [‘Vector’, ‘Float’, ‘Integer’]
ID: Integer
seed: Integer
Returns:#
socket
value
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Methods#
attribute_statistic#
def attribute_statistic(self, selection=None, attribute=None, domain='POINT')
Args:#
selection: Boolean
attribute: [‘Float’, ‘Vector’]
domain (str): ‘POINT’ in [POINT, EDGE, FACE, CORNER, CURVE, INSTANCE]
Returns:#
node with sockets [‘mean’, ‘median’, ‘sum’, ‘min’, ‘max’, ‘range’, ‘standard_deviation’, ‘variance’]
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boolean_difference#
def boolean_difference(self, *mesh_2, self_intersection=None, hole_tolerant=None)
Node: Mesh Boolean | Blender reference | api reference
Args:#
mesh_2:
Geometry self_intersection: Boolean
hole_tolerant: Boolean
Returns:#
socket
intersecting_edges
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boolean_intersect#
def boolean_intersect(*mesh_2, self_intersection=None, hole_tolerant=None)
Node: Mesh Boolean | Blender reference | api reference
Args:#
mesh_2:
Geometry self_intersection: Boolean
hole_tolerant: Boolean
Returns:#
socket
intersecting_edges
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boolean_union#
def boolean_union(*mesh_2, self_intersection=None, hole_tolerant=None)
Node: Mesh Boolean | Blender reference | api reference
Args:#
mesh_2:
Geometry self_intersection: Boolean
hole_tolerant: Boolean
Returns:#
socket
intersecting_edges
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capture_attribute#
def capture_attribute(self, value=None, domain='POINT')
Node: Capture Attribute | Blender reference | api reference
Args:#
value: [‘Vector’, ‘Float’, ‘Color’, ‘Boolean’, ‘Integer’]
domain (str): ‘POINT’ in [POINT, EDGE, FACE, CORNER, CURVE, INSTANCE]
Returns:#
socket
attribute
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corners_of_face#
def corners_of_face(self, face_index=None, weights=None, sort_index=None)
Node: Corners of Face | Blender reference | api reference
Args:#
face_index: Integer
weights: Float
sort_index: Integer
Returns:#
tuple (’
corner_index
’, ‘total
’)
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corners_of_vertex#
def corners_of_vertex(self, vertex_index=None, weights=None, sort_index=None)
Node: Corners of Vertex | Blender reference | api reference
Args:#
vertex_index: Integer
weights: Float
sort_index: Integer
Returns:#
tuple (’
corner_index
’, ‘total
’)
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delete#
def delete(self, selection=None, domain='POINT', mode='ALL')
Node: Delete Geometry | Blender reference | api reference
Args:#
selection: Boolean
domain (str): ‘POINT’ in [POINT, EDGE, FACE, CURVE, INSTANCE]
mode (str): ‘ALL’ in [ALL, EDGE_FACE, ONLY_FACE]
Returns:#
self
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delete_all#
def delete_all(self, selection=None, domain='POINT')
Node: Delete Geometry | Blender reference | api reference
Args:#
selection: Boolean
domain (str): ‘POINT’ in [POINT, EDGE, FACE, CURVE, INSTANCE]
Returns:#
self
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delete_edges#
def delete_edges(self, selection=None, domain='POINT')
Node: Delete Geometry | Blender reference | api reference
Args:#
selection: Boolean
domain (str): ‘POINT’ in [POINT, EDGE, FACE, CURVE, INSTANCE]
Returns:#
self
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delete_faces#
def delete_faces(self, selection=None, domain='POINT')
Node: Delete Geometry | Blender reference | api reference
Args:#
selection: Boolean
domain (str): ‘POINT’ in [POINT, EDGE, FACE, CURVE, INSTANCE]
Returns:#
self
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distribute_points_on_faces#
def distribute_points_on_faces(self, selection=None, distance_min=None, density_max=None, density=None, density_factor=None, seed=None, distribute_method='RANDOM')
Args:#
selection: Boolean
distance_min: Float
density_max: Float
density: Float
density_factor: Float
seed: Integer
distribute_method (str): ‘RANDOM’ in [RANDOM, POISSON]
Returns:#
tuple (’
points
’, ‘normal
’, ‘rotation
’)
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dual_mesh#
def dual_mesh(self, keep_boundaries=None)
Node: Dual Mesh | Blender reference | api reference
Args:#
keep_boundaries: Boolean
Returns:#
socket
dual_mesh
of class Mesh
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duplicate#
def duplicate(self, selection=None, amount=None, domain='POINT')
Node: Duplicate Elements | Blender reference | api reference
Args:#
selection: Boolean
amount: Integer
domain (str): ‘POINT’ in [POINT, EDGE, FACE, SPLINE, INSTANCE]
Returns:#
socket
duplicate_index
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edge_paths_to_curves#
def edge_paths_to_curves(self, start_vertices=None, next_vertex_index=None)
Args:#
start_vertices: Boolean
next_vertex_index: Integer
Returns:#
socket
curves
of class Curve
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edge_paths_to_selection#
def edge_paths_to_selection(self, start_vertices=None, next_vertex_index=None)
Args:#
start_vertices: Boolean
next_vertex_index: Integer
Returns:#
socket
selection
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edges_of_corner#
def edges_of_corner(self, corner_index=None)
Node: Edges of Corner | Blender reference | api reference
Args:#
corner_index: Integer
Returns:#
tuple (’
next_edge_index
’, ‘previous_edge_index
’)
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edges_of_vertex#
def edges_of_vertex(self, vertex_index=None, weights=None, sort_index=None)
Node: Edges of Vertex | Blender reference | api reference
Args:#
vertex_index: Integer
weights: Float
sort_index: Integer
Returns:#
tuple (’
edge_index
’, ‘total
’)
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extrude#
def extrude(self, selection=None, offset=None, offset_scale=None, individual=None, mode='FACES')
Node: Extrude Mesh | Blender reference | api reference
Args:#
selection: Boolean
offset: Vector
offset_scale: Float
individual: Boolean
mode (str): ‘FACES’ in [VERTICES, EDGES, FACES]
Returns:#
tuple (’
top
’, ‘side
’)
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face_is_planar#
def face_is_planar(self, threshold=None)
Node: Face is Planar | Blender reference | api reference
Args:#
threshold: Float
Returns:#
socket
planar
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face_of_corner#
def face_of_corner(self, corner_index=None)
Node: Face of Corner | Blender reference | api reference
Args:#
corner_index: Integer
Returns:#
tuple (’
face_index
’, ‘index_in_face
’)
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face_set_boundaries#
def face_set_boundaries(self, face_set=None)
Args:#
face_set: Integer
Returns:#
socket
boundary_edges
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field_at_index#
def field_at_index(self, index=None, value=None, domain='POINT')
Node: Field at Index | Blender reference | api reference
Args:#
index: Integer
value: [‘Float’, ‘Integer’, ‘Vector’, ‘Color’, ‘Boolean’]
domain (str): ‘POINT’ in [POINT, EDGE, FACE, CORNER, CURVE, INSTANCE]
Returns:#
socket
value
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flip_faces#
def flip_faces(self, selection=None)
Node: Flip Faces | Blender reference | api reference
Args:#
selection: Boolean
Returns:#
self
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instance_on_points#
def instance_on_points(self, selection=None, instance=None, pick_instance=None, instance_index=None, rotation=None, scale=None)
Node: Instance on Points | Blender reference | api reference
Args:#
selection: Boolean
instance: Geometry
pick_instance: Boolean
instance_index: Integer
rotation: Vector
scale: Vector
Returns:#
socket
instances
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instantiate#
def instantiate(self, count = 1, realize = False)
Instantiate the geometry
Args:#
count: Number of instances to create
realize: True to realize the instances
Returns:#
Instances or Geometry
The duplication is performed by instantiating the geometry along the vertices
of a Mesh Line initialized with count
points.
The operator *
can be used to operate this method with realize = False
:
curves = curve * 10
# is equivalent to
curves = curve.duplicate(10, realize=False)
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interpolate_domain#
def interpolate_domain(self, value=None, domain='POINT')
Node: Interpolate Domain | Blender reference | api reference
Args:#
value: [‘Float’, ‘Integer’, ‘Vector’, ‘Color’, ‘Boolean’]
domain (str): ‘POINT’ in [POINT, EDGE, FACE, CORNER, CURVE, INSTANCE]
Returns:#
socket
value
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is_shade_smooth#
def is_shade_smooth(self)
Node: Is Shade Smooth | Blender reference | api reference
Returns:#
socket
smooth
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join#
def join(*geometry)
Node: Join Geometry | Blender reference | api reference
Args:#
geometry:
Geometry
Returns:#
socket
geometry
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material_selection#
def material_selection(self, material=None)
Node: Material Selection | Blender reference | api reference
Args:#
material: Material
Returns:#
socket
selection
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merge_by_distance#
def merge_by_distance(self, selection=None, distance=None, mode='ALL')
Node: Merge by Distance | Blender reference | api reference
Args:#
selection: Boolean
distance: Float
mode (str): ‘ALL’ in [ALL, CONNECTED]
Returns:#
self
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named_attribute#
def named_attribute(self, name=None, data_type='FLOAT')
Node: Named Attribute | Blender reference | api reference
Args:#
name: String
data_type (str): ‘FLOAT’ in [FLOAT, INT, FLOAT_VECTOR, FLOAT_COLOR, BOOLEAN]
Returns:#
socket
attribute
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named_boolean#
def named_boolean(self, name=None)
Node: Named Attribute | Blender reference | api reference
Args:#
name: String
Returns:#
socket
attribute
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named_color#
def named_color(self, name=None)
Node: Named Attribute | Blender reference | api reference
Args:#
name: String
Returns:#
socket
attribute
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named_float#
def named_float(self, name=None)
Node: Named Attribute | Blender reference | api reference
Args:#
name: String
Returns:#
socket
attribute
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named_integer#
def named_integer(self, name=None)
Node: Named Attribute | Blender reference | api reference
Args:#
name: String
Returns:#
socket
attribute
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named_vector#
def named_vector(self, name=None)
Node: Named Attribute | Blender reference | api reference
Args:#
name: String
Returns:#
socket
attribute
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offset_corner_in_face#
def offset_corner_in_face(self, corner_index=None, offset=None)
Args:#
corner_index: Integer
offset: Integer
Returns:#
socket
corner_index
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pack_uv_islands#
def pack_uv_islands(self, uv=None, selection=None, margin=None, rotate=None)
Node: Pack UV Islands | Blender reference | api reference
Args:#
uv: Vector
selection: Boolean
margin: Float
rotate: Boolean
Returns:#
socket
uv
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proximity#
def proximity(self, target=None, source_position=None, target_element='FACES')
Node: Geometry Proximity | Blender reference | api reference
Args:#
target: Geometry
source_position: Vector
target_element (str): ‘FACES’ in [POINTS, EDGES, FACES]
Returns:#
socket
distance
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proximity_edges#
def proximity_edges(self, target=None, source_position=None)
Node: Geometry Proximity | Blender reference | api reference
Args:#
target: Geometry
source_position: Vector
Returns:#
socket
distance
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proximity_faces#
def proximity_faces(self, target=None, source_position=None)
Node: Geometry Proximity | Blender reference | api reference
Args:#
target: Geometry
source_position: Vector
Returns:#
socket
distance
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proximity_points#
def proximity_points(self, target=None, source_position=None)
Node: Geometry Proximity | Blender reference | api reference
Args:#
target: Geometry
source_position: Vector
Returns:#
socket
distance
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raycast#
def raycast(self, target_geometry=None, attribute=None, source_position=None, ray_direction=None, ray_length=None, mapping='INTERPOLATED')
Node: Raycast | Blender reference | api reference
Args:#
target_geometry: Geometry
attribute: [‘Vector’, ‘Float’, ‘Color’, ‘Boolean’, ‘Integer’]
source_position: Vector
ray_direction: Vector
ray_length: Float
mapping (str): ‘INTERPOLATED’ in [INTERPOLATED, NEAREST]
Returns:#
node with sockets [‘is_hit’, ‘hit_position’, ‘hit_normal’, ‘hit_distance’, ‘attribute’]
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raycast_interpolated#
def raycast_interpolated(self, target_geometry=None, attribute=None, source_position=None, ray_direction=None, ray_length=None)
Node: Raycast | Blender reference | api reference
Args:#
target_geometry: Geometry
attribute: [‘Vector’, ‘Float’, ‘Color’, ‘Boolean’, ‘Integer’]
source_position: Vector
ray_direction: Vector
ray_length: Float
Returns:#
node with sockets [‘is_hit’, ‘hit_position’, ‘hit_normal’, ‘hit_distance’, ‘attribute’]
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raycast_nearest#
def raycast_nearest(self, target_geometry=None, attribute=None, source_position=None, ray_direction=None, ray_length=None)
Node: Raycast | Blender reference | api reference
Args:#
target_geometry: Geometry
attribute: [‘Vector’, ‘Float’, ‘Color’, ‘Boolean’, ‘Integer’]
source_position: Vector
ray_direction: Vector
ray_length: Float
Returns:#
node with sockets [‘is_hit’, ‘hit_position’, ‘hit_normal’, ‘hit_distance’, ‘attribute’]
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remove_named_attribute#
def remove_named_attribute(self, name=None)
Args:#
name: String
Returns:#
self
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replace_material#
def replace_material(self, old=None, new=None)
Node: Replace Material | Blender reference | api reference
Args:#
old: Material
new: Material
Returns:#
self
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sample_index#
def sample_index(self, value=None, index=None, clamp=False, domain='POINT')
Node: Sample Index | Blender reference | api reference
Args:#
value: [‘Float’, ‘Integer’, ‘Vector’, ‘Color’, ‘Boolean’]
index: Integer
clamp (bool): False
domain (str): ‘POINT’ in [POINT, EDGE, FACE, CORNER, CURVE, INSTANCE]
Returns:#
socket
value
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sample_nearest#
def sample_nearest(self, sample_position=None, domain='POINT')
Node: Sample Nearest | Blender reference | api reference
Args:#
sample_position: Vector
domain (str): ‘POINT’ in [POINT, EDGE, FACE, CORNER]
Returns:#
socket
index
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sample_nearest_surface#
def sample_nearest_surface(self, value=None, sample_position=None)
Args:#
value: [‘Float’, ‘Integer’, ‘Vector’, ‘Color’, ‘Boolean’]
sample_position: Vector
Returns:#
socket
value
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sample_uv_surface#
def sample_uv_surface(self, value=None, source_uv_map=None, sample_uv=None)
Node: Sample UV Surface | Blender reference | api reference
Args:#
value: [‘Float’, ‘Integer’, ‘Vector’, ‘Color’, ‘Boolean’]
source_uv_map: Vector
sample_uv: Vector
Returns:#
tuple (’
value
’, ‘is_valid
’)
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scale_elements#
def scale_elements(self, selection=None, scale=None, center=None, axis=None, domain='FACE', scale_mode='UNIFORM')
Node: Scale Elements | Blender reference | api reference
Args:#
selection: Boolean
scale: Float
center: Vector
axis: Vector
domain (str): ‘FACE’ in [FACE, EDGE]
scale_mode (str): ‘UNIFORM’ in [UNIFORM, SINGLE_AXIS]
Returns:#
self
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scale_single_axis#
def scale_single_axis(self, selection=None, scale=None, center=None, axis=None, domain='FACE')
Node: Scale Elements | Blender reference | api reference
Args:#
selection: Boolean
scale: Float
center: Vector
axis: Vector
domain (str): ‘FACE’ in [FACE, EDGE]
Returns:#
self
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scale_uniform#
def scale_uniform(self, selection=None, scale=None, center=None, domain='FACE')
Node: Scale Elements | Blender reference | api reference
Args:#
selection: Boolean
scale: Float
center: Vector
domain (str): ‘FACE’ in [FACE, EDGE]
Returns:#
self
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separate#
def separate(self, selection=None, domain='POINT')
Node: Separate Geometry | Blender reference | api reference
Args:#
selection: Boolean
domain (str): ‘POINT’ in [POINT, EDGE, FACE, CURVE, INSTANCE]
Returns:#
tuple (’
selection
’, ‘inverted
’)
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set_ID#
def set_ID(self, selection=None, ID=None)
Node: Set ID | Blender reference | api reference
Args:#
selection: Boolean
ID: Integer
Returns:#
self
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set_material#
def set_material(self, selection=None, material=None)
Node: Set Material | Blender reference | api reference
Args:#
selection: Boolean
material: Material
Returns:#
self
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set_material_index#
def set_material_index(self, selection=None, material_index=None)
Node: Set Material Index | Blender reference | api reference
Args:#
selection: Boolean
material_index: Integer
Returns:#
self
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set_position#
def set_position(self, selection=None, position=None, offset=None)
Node: Set Position | Blender reference | api reference
Args:#
selection: Boolean
position: Vector
offset: Vector
Returns:#
self
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set_shade_smooth#
def set_shade_smooth(self, selection=None, shade_smooth=None)
Node: Set Shade Smooth | Blender reference | api reference
Args:#
selection: Boolean
shade_smooth: Boolean
Returns:#
self
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shortest_edge_paths#
def shortest_edge_paths(self, end_vertex=None, edge_cost=None)
Args:#
end_vertex: Boolean
edge_cost: Float
Returns:#
tuple (’
next_vertex_index
’, ‘total_cost
’)
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show_handles#
def show_handles(self)
Generate a mesh and cloud points to visualize the control points and handles
Returns:#
Geometry: The geometry can be joined to the output
Example:
curve = ... # Curve initialization
visu = curve.show_handles()
tree.output_geometry = curve + visu
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split_edges#
def split_edges(self, selection=None)
Node: Split Edges | Blender reference | api reference
Args:#
selection: Boolean
Returns:#
self
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store_named_attribute#
def store_named_attribute(self, name=None, value=None, domain='POINT')
Args:#
name: String
value: [‘Vector’, ‘Float’, ‘Color’, ‘Boolean’, ‘Integer’]
domain (str): ‘POINT’ in [POINT, EDGE, FACE, CORNER, CURVE, INSTANCE]
Returns:#
self
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store_named_boolean#
def store_named_boolean(self, name=None, value=None, domain='POINT')
Args:#
name: String
value: [‘Vector’, ‘Float’, ‘Color’, ‘Boolean’, ‘Integer’]
domain (str): ‘POINT’ in [POINT, EDGE, FACE, CORNER, CURVE, INSTANCE]
Returns:#
self
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store_named_color#
def store_named_color(self, name=None, value=None, domain='POINT')
Args:#
name: String
value: [‘Vector’, ‘Float’, ‘Color’, ‘Boolean’, ‘Integer’]
domain (str): ‘POINT’ in [POINT, EDGE, FACE, CORNER, CURVE, INSTANCE]
Returns:#
self
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store_named_float#
def store_named_float(self, name=None, value=None, domain='POINT')
Args:#
name: String
value: [‘Vector’, ‘Float’, ‘Color’, ‘Boolean’, ‘Integer’]
domain (str): ‘POINT’ in [POINT, EDGE, FACE, CORNER, CURVE, INSTANCE]
Returns:#
self
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store_named_integer#
def store_named_integer(self, name=None, value=None, domain='POINT')
Args:#
name: String
value: [‘Vector’, ‘Float’, ‘Color’, ‘Boolean’, ‘Integer’]
domain (str): ‘POINT’ in [POINT, EDGE, FACE, CORNER, CURVE, INSTANCE]
Returns:#
self
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store_named_vector#
def store_named_vector(self, name=None, value=None, domain='POINT')
Args:#
name: String
value: [‘Vector’, ‘Float’, ‘Color’, ‘Boolean’, ‘Integer’]
domain (str): ‘POINT’ in [POINT, EDGE, FACE, CORNER, CURVE, INSTANCE]
Returns:#
self
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subdivide#
def subdivide(self, level=None)
Node: Subdivide Mesh | Blender reference | api reference
Args:#
level: Integer
Returns:#
self
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subdivision_surface#
def subdivision_surface(self, level=None, edge_crease=None, vertex_crease=None, boundary_smooth='ALL', uv_smooth='PRESERVE_BOUNDARIES')
Args:#
level: Integer
edge_crease: Float
vertex_crease: Float
boundary_smooth (str): ‘ALL’ in [PRESERVE_CORNERS, ALL]
uv_smooth (str): ‘PRESERVE_BOUNDARIES’ in [NONE, PRESERVE_CORNERS, PRESERVE_CORNERS_AND_JUNCTIONS, PRESERVE_CORNERS_JUNCTIONS_AND_CONCAVE, PRESERVE_BOUNDARIES, SMOOTH_ALL]
Returns:#
self
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switch#
def switch(self, switch=None, true=None)
Node: Switch | Blender reference | api reference
Args:#
switch: Boolean
true: Geometry
Returns:#
socket
output
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to_curve#
def to_curve(self, selection=None)
Node: Mesh to Curve | Blender reference | api reference
Args:#
selection: Boolean
Returns:#
socket
curve
of class Curve
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to_instance#
def to_instance(*geometry)
Args:#
geometry:
Geometry
Returns:#
socket
instances
of class Instances
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to_points#
def to_points(self, selection=None, position=None, radius=None, mode='VERTICES')
Node: Mesh to Points | Blender reference | api reference
Args:#
selection: Boolean
position: Vector
radius: Float
mode (str): ‘VERTICES’ in [VERTICES, EDGES, FACES, CORNERS]
Returns:#
socket
points
of class Points
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to_volume#
def to_volume(self, density=None, voxel_size=None, voxel_amount=None, exterior_band_width=None, interior_band_width=None, fill_volume=None, resolution_mode='VOXEL_AMOUNT')
Node: Mesh to Volume | Blender reference | api reference
Args:#
density: Float
voxel_size: Float
voxel_amount: Float
exterior_band_width: Float
interior_band_width: Float
fill_volume: Boolean
resolution_mode (str): ‘VOXEL_AMOUNT’ in [VOXEL_AMOUNT, VOXEL_SIZE]
Returns:#
socket
volume
of class Volume
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transform#
def transform(self, translation=None, rotation=None, scale=None)
Node: Transform | Blender reference | api reference
Args:#
translation: Vector
rotation: Vector
scale: Vector
Returns:#
self
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triangulate#
def triangulate(self, selection=None, minimum_vertices=None, ngon_method='BEAUTY', quad_method='SHORTEST_DIAGONAL')
Node: Triangulate | Blender reference | api reference
Args:#
selection: Boolean
minimum_vertices: Integer
ngon_method (str): ‘BEAUTY’ in [BEAUTY, CLIP]
quad_method (str): ‘SHORTEST_DIAGONAL’ in [BEAUTY, FIXED, FIXED_ALTERNATE, SHORTEST_DIAGONAL, LONGEST_DIAGONAL]
Returns:#
self
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uv_unwrap#
def uv_unwrap(self, selection=None, seam=None, margin=None, fill_holes=None, method='ANGLE_BASED')
Node: UV Unwrap | Blender reference | api reference
Args:#
selection: Boolean
seam: Boolean
margin: Float
fill_holes: Boolean
method (str): ‘ANGLE_BASED’ in [ANGLE_BASED, CONFORMAL]
Returns:#
socket
uv
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vertex_of_corner#
def vertex_of_corner(self, corner_index=None)
Node: Vertex of Corner | Blender reference | api reference
Args:#
corner_index: Integer
Returns:#
socket
vertex_index
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view#
def view(self, value=None, domain='AUTO')
Node: Viewer | Blender reference | api reference
Args:#
value: [‘Float’, ‘Vector’, ‘Color’, ‘Integer’, ‘Boolean’]
domain (str): ‘AUTO’ in [AUTO, POINT, EDGE, FACE, CORNER, CURVE, INSTANCE]
Returns:#
node with sockets []
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viewer#
def viewer(self, value=None, domain='AUTO')
Node: Viewer | Blender reference | api reference
Args:#
value: [‘Float’, ‘Vector’, ‘Color’, ‘Integer’, ‘Boolean’]
domain (str): ‘AUTO’ in [AUTO, POINT, EDGE, FACE, CORNER, CURVE, INSTANCE]
Returns:#
node with sockets []
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