Data socket Float#
Inherits from dsock.Float
go to index
Constructors#
Random : value (Float)
Methods#
abs : value (Float)
accumulate_field : Sockets [leading (Float), trailing (Float), total (Float)]
arccos : value (Float)
arcsin : value (Float)
arctan : value (Float)
arctan2 : value (Float)
attribute_statistic : Sockets [mean (Float), median (Float), sum (Float), min (Float), max (Float), range (Float), standard_deviation (Float), variance (Float)]
capture_attribute : Sockets [geometry (Geometry), attribute (Float)]
ceil : value (Float)
clamp : result (Float)
color_ramp : Sockets [color (Color), alpha (Float)]
compare : value (Float)
cos : value (Float)
cosh : value (Float)
curve : value (Float)
degrees : value (Float)
equal : result (Boolean)
exp : value (Float)
field_at_index : value (Float)
floor : value (Float)
fract : value (Float)
greater_equal : result (Boolean)
greater_than : result (Boolean)
inverse_sqrt : value (Float)
less_equal : result (Boolean)
less_than : result (Boolean)
log : value (Float)
map_range : result (Float)
math_greater_than : value (Float)
math_less_than : value (Float)
max : value (Float)
min : value (Float)
modulo : value (Float)
multiply_add : value (Float)
not_equal : result (Boolean)
pingpong : value (Float)
pow : value (Float)
radians : value (Float)
raycast : Sockets [is_hit (Boolean), hit_position (Vector), hit_normal (Vector), hit_distance (Float), attribute (Float)]
round : value (Float)
sign : value (Float)
sin : value (Float)
sinh : value (Float)
smooth_max : value (Float)
smooth_min : value (Float)
snap : value (Float)
sqrt : value (Float)
switch : output (Float)
tan : value (Float)
tanh : value (Float)
to_integer : integer (Integer)
to_string : string (String)
trunc : value (Float)
wrap : value (Float)
Random#
Geometry node [Random Value].
- Args:
min: Float max: Float ID: Integer seed: Integer node_label (str): Node label node_color (color): Node background color
- Returns:
Float
Node creation
Node
RandomValue
data_type = ‘FLOAT’
Blender reference : FunctionNodeRandomValue
from geonodes import nodes nodes.RandomValue(min=min, max=max, ID=ID, seed=seed, data_type='FLOAT', label=node_label, node_color=node_color)
accumulate_field#
Geometry node [Accumulate Field].
- Args:
group_index: Integer domain (str): ‘POINT’ in [POINT, EDGE, FACE, CORNER, CURVE, INSTANCE] node_label (str): Node label node_color (color): Node background color
- Returns:
Sockets [leading (Float), trailing (Float), total (Float)]
Node creation
Node
AccumulateField
data_type = ‘FLOAT’
Blender reference : GeometryNodeAccumulateField
from geonodes import nodes nodes.AccumulateField(value=self, group_index=group_index, data_type='FLOAT', domain=domain, label=node_label, node_color=node_color)
attribute_statistic#
Geometry node [Attribute Statistic].
- Args:
geometry: Geometry selection: Boolean domain (str): ‘POINT’ in [POINT, EDGE, FACE, CORNER, CURVE, INSTANCE] node_label (str): Node label node_color (color): Node background color
- Returns:
Sockets [mean (Float), median (Float), sum (Float), min (Float), max (Float), range (Float), standard_deviation (Float), variance (Float)]
Node creation
Node
AttributeStatistic
data_type = ‘FLOAT’
Blender reference : GeometryNodeAttributeStatistic
from geonodes import nodes nodes.AttributeStatistic(attribute=self, geometry=geometry, selection=selection, data_type='FLOAT', domain=domain, label=node_label, node_color=node_color)
capture_attribute#
Geometry node [Capture Attribute].
- Args:
geometry: Geometry domain (str): ‘POINT’ in [POINT, EDGE, FACE, CORNER, CURVE, INSTANCE] node_label (str): Node label node_color (color): Node background color
- Returns:
Sockets [geometry (Geometry), attribute (Float)]
Node creation
Node
CaptureAttribute
data_type = ‘FLOAT’
Blender reference : GeometryNodeCaptureAttribute
from geonodes import nodes nodes.CaptureAttribute(value=self, geometry=geometry, data_type='FLOAT', domain=domain, label=node_label, node_color=node_color)
field_at_index#
Geometry node [Field at Index].
- Args:
index: Integer domain (str): ‘POINT’ in [POINT, EDGE, FACE, CORNER, CURVE, INSTANCE] node_label (str): Node label node_color (color): Node background color
- Returns:
Float
Node creation
Node
FieldAtIndex
data_type = ‘FLOAT’
Blender reference : GeometryNodeFieldAtIndex
from geonodes import nodes nodes.FieldAtIndex(value=self, index=index, data_type='FLOAT', domain=domain, label=node_label, node_color=node_color)
raycast#
Geometry node [Raycast].
- Args:
target_geometry: Geometry source_position: Vector ray_direction: Vector ray_length: Float mapping (str): ‘INTERPOLATED’ in [INTERPOLATED, NEAREST] node_label (str): Node label node_color (color): Node background color
- Returns:
Sockets [is_hit (Boolean), hit_position (Vector), hit_normal (Vector), hit_distance (Float), attribute (Float)]
Node creation
Node
Raycast
data_type = ‘FLOAT’
Blender reference : GeometryNodeRaycast
from geonodes import nodes nodes.Raycast(attribute=self, target_geometry=target_geometry, source_position=source_position, ray_direction=ray_direction, ray_length=ray_length, data_type='FLOAT', mapping=mapping, label=node_label, node_color=node_color)
switch#
Geometry node [Switch].
- Args:
switch: Boolean true: Float node_label (str): Node label node_color (color): Node background color
- Returns:
Float
Node creation
Node
Switch
input_type = ‘FLOAT’
Blender reference : GeometryNodeSwitch
from geonodes import nodes nodes.Switch(false=self, switch=switch, true=true, input_type='FLOAT', label=node_label, node_color=node_color)
map_range#
Geometry node [Map Range].
- Args:
from_min: Float from_max: Float to_min: Float to_max: Float clamp (bool): True interpolation_type (str): ‘LINEAR’ in [LINEAR, STEPPED, SMOOTHSTEP, SMOOTHERSTEP] node_label (str): Node label node_color (color): Node background color
- Returns:
Float
Node creation
Node
MapRange
data_type = ‘FLOAT’
Blender reference : ShaderNodeMapRange
from geonodes import nodes nodes.MapRange(value=self, from_min=from_min, from_max=from_max, to_min=to_min, to_max=to_max, clamp=clamp, data_type='FLOAT', interpolation_type=interpolation_type, label=node_label, node_color=node_color)
less_than#
Geometry node [Compare].
- Args:
b: Float node_label (str): Node label node_color (color): Node background color
- Returns:
Boolean
Node creation
Node
Compare
data_type = ‘FLOAT’
mode = ‘ELEMENT’
operation = ‘LESS_THAN’
Blender reference : FunctionNodeCompare
from geonodes import nodes nodes.Compare(a=self, b=b, data_type='FLOAT', mode='ELEMENT', operation='LESS_THAN', label=node_label, node_color=node_color)
less_equal#
Geometry node [Compare].
- Args:
b: Float node_label (str): Node label node_color (color): Node background color
- Returns:
Boolean
Node creation
Node
Compare
data_type = ‘FLOAT’
mode = ‘ELEMENT’
operation = ‘LESS_EQUAL’
Blender reference : FunctionNodeCompare
from geonodes import nodes nodes.Compare(a=self, b=b, data_type='FLOAT', mode='ELEMENT', operation='LESS_EQUAL', label=node_label, node_color=node_color)
greater_than#
Geometry node [Compare].
- Args:
b: Float node_label (str): Node label node_color (color): Node background color
- Returns:
Boolean
Node creation
Node
Compare
data_type = ‘FLOAT’
mode = ‘ELEMENT’
operation = ‘GREATER_THAN’
Blender reference : FunctionNodeCompare
from geonodes import nodes nodes.Compare(a=self, b=b, data_type='FLOAT', mode='ELEMENT', operation='GREATER_THAN', label=node_label, node_color=node_color)
greater_equal#
Geometry node [Compare].
- Args:
b: Float node_label (str): Node label node_color (color): Node background color
- Returns:
Boolean
Node creation
Node
Compare
data_type = ‘FLOAT’
mode = ‘ELEMENT’
operation = ‘GREATER_EQUAL’
Blender reference : FunctionNodeCompare
from geonodes import nodes nodes.Compare(a=self, b=b, data_type='FLOAT', mode='ELEMENT', operation='GREATER_EQUAL', label=node_label, node_color=node_color)
equal#
Geometry node [Compare].
- Args:
b: Float epsilon: Float node_label (str): Node label node_color (color): Node background color
- Returns:
Boolean
Node creation
Node
Compare
data_type = ‘FLOAT’
mode = ‘ELEMENT’
operation = ‘EQUAL’
Blender reference : FunctionNodeCompare
from geonodes import nodes nodes.Compare(a=self, b=b, epsilon=epsilon, data_type='FLOAT', mode='ELEMENT', operation='EQUAL', label=node_label, node_color=node_color)
not_equal#
Geometry node [Compare].
- Args:
b: Float epsilon: Float node_label (str): Node label node_color (color): Node background color
- Returns:
Boolean
Node creation
Node
Compare
data_type = ‘FLOAT’
mode = ‘ELEMENT’
operation = ‘NOT_EQUAL’
Blender reference : FunctionNodeCompare
from geonodes import nodes nodes.Compare(a=self, b=b, epsilon=epsilon, data_type='FLOAT', mode='ELEMENT', operation='NOT_EQUAL', label=node_label, node_color=node_color)
multiply_add#
Geometry node [Math].
- Args:
value1: Float value2: Float node_label (str): Node label node_color (color): Node background color
- Returns:
Float
Node creation
Node
Math
operation = ‘MULTIPLY_ADD’
Blender reference : ShaderNodeMath
from geonodes import nodes nodes.Math(value0=self, value1=value1, value2=value2, operation='MULTIPLY_ADD', label=node_label, node_color=node_color)
pow#
Geometry node [Math].
- Args:
value1: Float node_label (str): Node label node_color (color): Node background color
- Returns:
Float
Node creation
Node
Math
operation = ‘POWER’
Blender reference : ShaderNodeMath
from geonodes import nodes nodes.Math(value0=self, value1=value1, operation='POWER', label=node_label, node_color=node_color)
log#
Geometry node [Math].
- Args:
value1: Float node_label (str): Node label node_color (color): Node background color
- Returns:
Float
Node creation
Node
Math
operation = ‘LOGARITHM’
Blender reference : ShaderNodeMath
from geonodes import nodes nodes.Math(value0=self, value1=value1, operation='LOGARITHM', label=node_label, node_color=node_color)
sqrt#
Geometry node [Math].
- Args:
node_label (str): Node label node_color (color): Node background color
- Returns:
Float
Node creation
Node
Math
operation = ‘SQRT’
Blender reference : ShaderNodeMath
from geonodes import nodes nodes.Math(value0=self, operation='SQRT', label=node_label, node_color=node_color)
inverse_sqrt#
Geometry node [Math].
- Args:
node_label (str): Node label node_color (color): Node background color
- Returns:
Float
Node creation
Node
Math
operation = ‘INVERSE_SQRT’
Blender reference : ShaderNodeMath
from geonodes import nodes nodes.Math(value0=self, operation='INVERSE_SQRT', label=node_label, node_color=node_color)
abs#
Geometry node [Math].
- Args:
node_label (str): Node label node_color (color): Node background color
- Returns:
Float
Node creation
Node
Math
operation = ‘ABSOLUTE’
Blender reference : ShaderNodeMath
from geonodes import nodes nodes.Math(value0=self, operation='ABSOLUTE', label=node_label, node_color=node_color)
exp#
Geometry node [Math].
- Args:
node_label (str): Node label node_color (color): Node background color
- Returns:
Float
Node creation
Node
Math
operation = ‘EXPONENT’
Blender reference : ShaderNodeMath
from geonodes import nodes nodes.Math(value0=self, operation='EXPONENT', label=node_label, node_color=node_color)
min#
Geometry node [Math].
- Args:
value1: Float node_label (str): Node label node_color (color): Node background color
- Returns:
Float
Node creation
Node
Math
operation = ‘MINIMUM’
Blender reference : ShaderNodeMath
from geonodes import nodes nodes.Math(value0=self, value1=value1, operation='MINIMUM', label=node_label, node_color=node_color)
max#
Geometry node [Math].
- Args:
value1: Float node_label (str): Node label node_color (color): Node background color
- Returns:
Float
Node creation
Node
Math
operation = ‘MAXIMUM’
Blender reference : ShaderNodeMath
from geonodes import nodes nodes.Math(value0=self, value1=value1, operation='MAXIMUM', label=node_label, node_color=node_color)
math_less_than#
Geometry node [Math].
- Args:
value1: Float node_label (str): Node label node_color (color): Node background color
- Returns:
Float
Node creation
Node
Math
operation = ‘LESS_THAN’
Blender reference : ShaderNodeMath
from geonodes import nodes nodes.Math(value0=self, value1=value1, operation='LESS_THAN', label=node_label, node_color=node_color)
math_greater_than#
Geometry node [Math].
- Args:
value1: Float node_label (str): Node label node_color (color): Node background color
- Returns:
Float
Node creation
Node
Math
operation = ‘GREATER_THAN’
Blender reference : ShaderNodeMath
from geonodes import nodes nodes.Math(value0=self, value1=value1, operation='GREATER_THAN', label=node_label, node_color=node_color)
sign#
Geometry node [Math].
- Args:
node_label (str): Node label node_color (color): Node background color
- Returns:
Float
Node creation
Node
Math
operation = ‘SIGN’
Blender reference : ShaderNodeMath
from geonodes import nodes nodes.Math(value0=self, operation='SIGN', label=node_label, node_color=node_color)
compare#
Geometry node [Math].
- Args:
value1: Float value2: Float node_label (str): Node label node_color (color): Node background color
- Returns:
Float
Node creation
Node
Math
operation = ‘COMPARE’
Blender reference : ShaderNodeMath
from geonodes import nodes nodes.Math(value0=self, value1=value1, value2=value2, operation='COMPARE', label=node_label, node_color=node_color)
smooth_min#
Geometry node [Math].
- Args:
value1: Float value2: Float node_label (str): Node label node_color (color): Node background color
- Returns:
Float
Node creation
Node
Math
operation = ‘SMOOTH_MIN’
Blender reference : ShaderNodeMath
from geonodes import nodes nodes.Math(value0=self, value1=value1, value2=value2, operation='SMOOTH_MIN', label=node_label, node_color=node_color)
smooth_max#
Geometry node [Math].
- Args:
value1: Float value2: Float node_label (str): Node label node_color (color): Node background color
- Returns:
Float
Node creation
Node
Math
operation = ‘SMOOTH_MAX’
Blender reference : ShaderNodeMath
from geonodes import nodes nodes.Math(value0=self, value1=value1, value2=value2, operation='SMOOTH_MAX', label=node_label, node_color=node_color)
round#
Geometry node [Math].
- Args:
node_label (str): Node label node_color (color): Node background color
- Returns:
Float
Node creation
Node
Math
operation = ‘ROUND’
Blender reference : ShaderNodeMath
from geonodes import nodes nodes.Math(value0=self, operation='ROUND', label=node_label, node_color=node_color)
floor#
Geometry node [Math].
- Args:
node_label (str): Node label node_color (color): Node background color
- Returns:
Float
Node creation
Node
Math
operation = ‘FLOOR’
Blender reference : ShaderNodeMath
from geonodes import nodes nodes.Math(value0=self, operation='FLOOR', label=node_label, node_color=node_color)
ceil#
Geometry node [Math].
- Args:
node_label (str): Node label node_color (color): Node background color
- Returns:
Float
Node creation
Node
Math
operation = ‘CEIL’
Blender reference : ShaderNodeMath
from geonodes import nodes nodes.Math(value0=self, operation='CEIL', label=node_label, node_color=node_color)
trunc#
Geometry node [Math].
- Args:
node_label (str): Node label node_color (color): Node background color
- Returns:
Float
Node creation
Node
Math
operation = ‘TRUNC’
Blender reference : ShaderNodeMath
from geonodes import nodes nodes.Math(value0=self, operation='TRUNC', label=node_label, node_color=node_color)
fract#
Geometry node [Math].
- Args:
node_label (str): Node label node_color (color): Node background color
- Returns:
Float
Node creation
Node
Math
operation = ‘FRACT’
Blender reference : ShaderNodeMath
from geonodes import nodes nodes.Math(value0=self, operation='FRACT', label=node_label, node_color=node_color)
modulo#
Geometry node [Math].
- Args:
value1: Float node_label (str): Node label node_color (color): Node background color
- Returns:
Float
Node creation
Node
Math
operation = ‘MODULO’
Blender reference : ShaderNodeMath
from geonodes import nodes nodes.Math(value0=self, value1=value1, operation='MODULO', label=node_label, node_color=node_color)
wrap#
Geometry node [Math].
- Args:
value1: Float value2: Float node_label (str): Node label node_color (color): Node background color
- Returns:
Float
Node creation
Node
Math
operation = ‘WRAP’
Blender reference : ShaderNodeMath
from geonodes import nodes nodes.Math(value0=self, value1=value1, value2=value2, operation='WRAP', label=node_label, node_color=node_color)
snap#
Geometry node [Math].
- Args:
value1: Float node_label (str): Node label node_color (color): Node background color
- Returns:
Float
Node creation
Node
Math
operation = ‘SNAP’
Blender reference : ShaderNodeMath
from geonodes import nodes nodes.Math(value0=self, value1=value1, operation='SNAP', label=node_label, node_color=node_color)
pingpong#
Geometry node [Math].
- Args:
value1: Float node_label (str): Node label node_color (color): Node background color
- Returns:
Float
Node creation
Node
Math
operation = ‘PINGPONG’
Blender reference : ShaderNodeMath
from geonodes import nodes nodes.Math(value0=self, value1=value1, operation='PINGPONG', label=node_label, node_color=node_color)
sin#
Geometry node [Math].
- Args:
node_label (str): Node label node_color (color): Node background color
- Returns:
Float
Node creation
Node
Math
operation = ‘SINE’
Blender reference : ShaderNodeMath
from geonodes import nodes nodes.Math(value0=self, operation='SINE', label=node_label, node_color=node_color)
cos#
Geometry node [Math].
- Args:
node_label (str): Node label node_color (color): Node background color
- Returns:
Float
Node creation
Node
Math
operation = ‘COSINE’
Blender reference : ShaderNodeMath
from geonodes import nodes nodes.Math(value0=self, operation='COSINE', label=node_label, node_color=node_color)
tan#
Geometry node [Math].
- Args:
node_label (str): Node label node_color (color): Node background color
- Returns:
Float
Node creation
Node
Math
operation = ‘TANGENT’
Blender reference : ShaderNodeMath
from geonodes import nodes nodes.Math(value0=self, operation='TANGENT', label=node_label, node_color=node_color)
arcsin#
Geometry node [Math].
- Args:
node_label (str): Node label node_color (color): Node background color
- Returns:
Float
Node creation
Node
Math
operation = ‘ARCSINE’
Blender reference : ShaderNodeMath
from geonodes import nodes nodes.Math(value0=self, operation='ARCSINE', label=node_label, node_color=node_color)
arccos#
Geometry node [Math].
- Args:
node_label (str): Node label node_color (color): Node background color
- Returns:
Float
Node creation
Node
Math
operation = ‘ARCCOSINE’
Blender reference : ShaderNodeMath
from geonodes import nodes nodes.Math(value0=self, operation='ARCCOSINE', label=node_label, node_color=node_color)
arctan#
Geometry node [Math].
- Args:
node_label (str): Node label node_color (color): Node background color
- Returns:
Float
Node creation
Node
Math
operation = ‘ARCTANGENT’
Blender reference : ShaderNodeMath
from geonodes import nodes nodes.Math(value0=self, operation='ARCTANGENT', label=node_label, node_color=node_color)
arctan2#
Geometry node [Math].
- Args:
value1: Float node_label (str): Node label node_color (color): Node background color
- Returns:
Float
Node creation
Node
Math
operation = ‘ARCTAN2’
Blender reference : ShaderNodeMath
from geonodes import nodes nodes.Math(value0=self, value1=value1, operation='ARCTAN2', label=node_label, node_color=node_color)
sinh#
Geometry node [Math].
- Args:
node_label (str): Node label node_color (color): Node background color
- Returns:
Float
Node creation
Node
Math
operation = ‘SINH’
Blender reference : ShaderNodeMath
from geonodes import nodes nodes.Math(value0=self, operation='SINH', label=node_label, node_color=node_color)
cosh#
Geometry node [Math].
- Args:
node_label (str): Node label node_color (color): Node background color
- Returns:
Float
Node creation
Node
Math
operation = ‘COSH’
Blender reference : ShaderNodeMath
from geonodes import nodes nodes.Math(value0=self, operation='COSH', label=node_label, node_color=node_color)
tanh#
Geometry node [Math].
- Args:
node_label (str): Node label node_color (color): Node background color
- Returns:
Float
Node creation
Node
Math
operation = ‘TANH’
Blender reference : ShaderNodeMath
from geonodes import nodes nodes.Math(value0=self, operation='TANH', label=node_label, node_color=node_color)
radians#
Geometry node [Math].
- Args:
node_label (str): Node label node_color (color): Node background color
- Returns:
Float
Node creation
Node
Math
operation = ‘RADIANS’
Blender reference : ShaderNodeMath
from geonodes import nodes nodes.Math(value0=self, operation='RADIANS', label=node_label, node_color=node_color)
degrees#
Geometry node [Math].
- Args:
node_label (str): Node label node_color (color): Node background color
- Returns:
Float
Node creation
Node
Math
operation = ‘DEGREES’
Blender reference : ShaderNodeMath
from geonodes import nodes nodes.Math(value0=self, operation='DEGREES', label=node_label, node_color=node_color)
to_integer#
Geometry node [Float to Integer].
- Args:
rounding_mode (str): ‘ROUND’ in [ROUND, FLOOR, CEILING, TRUNCATE] node_label (str): Node label node_color (color): Node background color
- Returns:
Integer
Node creation
Node
FloatToInteger
Blender reference : FunctionNodeFloatToInt
from geonodes import nodes nodes.FloatToInteger(float=self, rounding_mode=rounding_mode, label=node_label, node_color=node_color)
to_string#
Geometry node [Value to String].
- Args:
decimals: Integer node_label (str): Node label node_color (color): Node background color
- Returns:
String
Node creation
Node
ValueToString
Blender reference : FunctionNodeValueToString
from geonodes import nodes nodes.ValueToString(value=self, decimals=decimals, label=node_label, node_color=node_color)
color_ramp#
Geometry node [ColorRamp].
- Args:
node_label (str): Node label node_color (color): Node background color
- Returns:
Sockets [color (Color), alpha (Float)]
Node creation
Node
ColorRamp
Blender reference : ShaderNodeValToRGB
from geonodes import nodes nodes.ColorRamp(fac=self, label=node_label, node_color=node_color)
curve#
Geometry node [Float Curve].
- Args:
factor: Float node_label (str): Node label node_color (color): Node background color
- Returns:
Float
Node creation
Node
FloatCurve
Blender reference : ShaderNodeFloatCurve
from geonodes import nodes nodes.FloatCurve(value=self, factor=factor, label=node_label, node_color=node_color)
clamp#
Geometry node [Clamp].
- Args:
min: Float max: Float clamp_type (str): ‘MINMAX’ in [MINMAX, RANGE] node_label (str): Node label node_color (color): Node background color
- Returns:
Float
Node creation
Node
Clamp
Blender reference : ShaderNodeClamp
from geonodes import nodes nodes.Clamp(value=self, min=min, max=max, clamp_type=clamp_type, label=node_label, node_color=node_color)