Data socket Float#

Inherits from dsock.Float

go to index

Constructors#

Methods#

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)