Data socket Vector#
Inherits from dsock.Vector
go to index
Constructors#
AlignToVector : rotation (Vector)
Combine : vector (Vector)
Random : value (Vector)
RotateEuler : rotation (Vector)
Properties#
separate : Sockets [x (Float), y (Float), z (Float)]
Methods#
absolute : vector (Vector)
accumulate_field : Sockets [leading (Vector), trailing (Vector), total (Vector)]
add : vector (Vector)
align_to_vector : rotation (Vector)
attribute_statistic : Sockets [mean (Vector), median (Vector), sum (Vector), min (Vector), max (Vector), range (Vector), standard_deviation (Vector), variance (Vector)]
average_equal : result (Boolean)
average_greater_equal : result (Boolean)
average_greater_than : result (Boolean)
average_less_equal : result (Boolean)
average_less_than : result (Boolean)
average_not_equal : result (Boolean)
capture_attribute : Sockets [geometry (Geometry), attribute (Vector)]
ceil : vector (Vector)
cos : vector (Vector)
cross : vector (Vector)
curves : vector (Vector)
direction_equal : result (Boolean)
direction_greater_equal : result (Boolean)
direction_greater_than : result (Boolean)
direction_less_equal : result (Boolean)
direction_less_than : result (Boolean)
direction_not_equal : result (Boolean)
distance : value (Float)
divide : vector (Vector)
dot : value (Float)
dot_product_equal : result (Boolean)
dot_product_greater_equal : result (Boolean)
dot_product_greater_than : result (Boolean)
dot_product_less_equal : result (Boolean)
dot_product_less_than : result (Boolean)
dot_product_not_equal : result (Boolean)
element_equal : result (Boolean)
element_greater_equal : result (Boolean)
element_greater_than : result (Boolean)
element_less_equal : result (Boolean)
element_less_than : result (Boolean)
element_not_equal : result (Boolean)
equal : result (Boolean)
faceforward : vector (Vector)
field_at_index : value (Vector)
floor : vector (Vector)
fraction : vector (Vector)
greater_equal : result (Boolean)
greater_than : result (Boolean)
length : value (Float)
length_equal : result (Boolean)
length_greater_equal : result (Boolean)
length_greater_than : result (Boolean)
length_less_equal : result (Boolean)
length_less_than : result (Boolean)
length_not_equal : result (Boolean)
less_equal : result (Boolean)
less_than : result (Boolean)
map_range : vector (Vector)
max : vector (Vector)
min : vector (Vector)
modulo : vector (Vector)
multiply : vector (Vector)
multiply_add : vector (Vector)
normalize : vector (Vector)
not_equal : result (Boolean)
project : vector (Vector)
raycast : Sockets [is_hit (Boolean), hit_position (Vector), hit_normal (Vector), hit_distance (Float), attribute (Vector)]
reflect : vector (Vector)
refract : vector (Vector)
rotate : vector (Vector)
rotate_euler : rotation (Vector)
scale : vector (Vector)
sin : vector (Vector)
snap : vector (Vector)
subtract : vector (Vector)
switch : output (Vector)
tan : vector (Vector)
wrap : vector (Vector)
Random#
Geometry node [Random Value].
- Args:
min: Vector max: Vector ID: Integer seed: Integer node_label (str): Node label node_color (color): Node background color
- Returns:
Vector
Node creation
Node
RandomValue
data_type = ‘FLOAT_VECTOR’
Blender reference : FunctionNodeRandomValue
from geonodes import nodes nodes.RandomValue(min=min, max=max, ID=ID, seed=seed, data_type='FLOAT_VECTOR', label=node_label, node_color=node_color)
Combine#
Geometry node [Combine XYZ].
- Args:
x: Float y: Float z: Float node_label (str): Node label node_color (color): Node background color
- Returns:
Vector
Node creation
Node
CombineXyz
Blender reference : ShaderNodeCombineXYZ
from geonodes import nodes nodes.CombineXyz(x=x, y=y, z=z, label=node_label, node_color=node_color)
AlignToVector#
Geometry node [Align Euler to Vector].
- Args:
rotation: Vector factor: Float vector: Vector axis (str): ‘X’ in [X, Y, Z] pivot_axis (str): ‘AUTO’ in [AUTO, X, Y, Z] node_label (str): Node label node_color (color): Node background color
- Returns:
Vector
Node creation
Node
AlignEulerToVector
Blender reference : FunctionNodeAlignEulerToVector
from geonodes import nodes nodes.AlignEulerToVector(rotation=rotation, factor=factor, vector=vector, axis=axis, pivot_axis=pivot_axis, label=node_label, node_color=node_color)
RotateEuler#
Geometry node [Rotate Euler].
- Args:
rotation: Vector rotate_by: Vector axis: Vector angle: Float space (str): ‘OBJECT’ in [OBJECT, LOCAL] type (str): ‘EULER’ in [AXIS_ANGLE, EULER] node_label (str): Node label node_color (color): Node background color
- Returns:
Vector
Node creation
Node
RotateEuler
Blender reference : FunctionNodeRotateEuler
from geonodes import nodes nodes.RotateEuler(rotation=rotation, rotate_by=rotate_by, axis=axis, angle=angle, space=space, type=type, label=node_label, node_color=node_color)
separate#
Geometry node [Separate XYZ].
- Returns:
Sockets [x (Float), y (Float), z (Float)]
Node creation
Node
SeparateXyz
Blender reference : ShaderNodeSeparateXYZ
from geonodes import nodes nodes.SeparateXyz(vector=self, label=f"{self.node_chain_label}.separate")
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 (Vector), trailing (Vector), total (Vector)]
Node creation
Node
AccumulateField
data_type = ‘FLOAT_VECTOR’
Blender reference : GeometryNodeAccumulateField
from geonodes import nodes nodes.AccumulateField(value=self, group_index=group_index, data_type='FLOAT_VECTOR', 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 (Vector), median (Vector), sum (Vector), min (Vector), max (Vector), range (Vector), standard_deviation (Vector), variance (Vector)]
Node creation
Node
AttributeStatistic
data_type = ‘FLOAT_VECTOR’
Blender reference : GeometryNodeAttributeStatistic
from geonodes import nodes nodes.AttributeStatistic(attribute=self, geometry=geometry, selection=selection, data_type='FLOAT_VECTOR', 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 (Vector)]
Node creation
Node
CaptureAttribute
data_type = ‘FLOAT_VECTOR’
Blender reference : GeometryNodeCaptureAttribute
from geonodes import nodes nodes.CaptureAttribute(value=self, geometry=geometry, data_type='FLOAT_VECTOR', 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:
Vector
Node creation
Node
FieldAtIndex
data_type = ‘FLOAT_VECTOR’
Blender reference : GeometryNodeFieldAtIndex
from geonodes import nodes nodes.FieldAtIndex(value=self, index=index, data_type='FLOAT_VECTOR', 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 (Vector)]
Node creation
Node
Raycast
data_type = ‘FLOAT_VECTOR’
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_VECTOR', mapping=mapping, label=node_label, node_color=node_color)
switch#
Geometry node [Switch].
- Args:
switch: Boolean true: Vector node_label (str): Node label node_color (color): Node background color
- Returns:
Vector
Node creation
Node
Switch
input_type = ‘VECTOR’
Blender reference : GeometryNodeSwitch
from geonodes import nodes nodes.Switch(false=self, switch=switch, true=true, input_type='VECTOR', label=node_label, node_color=node_color)
map_range#
Geometry node [Map Range].
- Args:
from_min: Vector from_max: Vector to_min: Vector to_max: Vector clamp (bool): True interpolation_type (str): ‘LINEAR’ in [LINEAR, STEPPED, SMOOTHSTEP, SMOOTHERSTEP] node_label (str): Node label node_color (color): Node background color
- Returns:
Vector
Node creation
Node
MapRange
data_type = ‘FLOAT_VECTOR’
Blender reference : ShaderNodeMapRange
from geonodes import nodes nodes.MapRange(vector=self, from_min=from_min, from_max=from_max, to_min=to_min, to_max=to_max, clamp=clamp, data_type='FLOAT_VECTOR', interpolation_type=interpolation_type, label=node_label, node_color=node_color)
less_than#
Geometry node [Compare].
- Args:
b: Vector c: Float angle: Float mode (str): ‘ELEMENT’ in [ELEMENT, LENGTH, AVERAGE, DOT_PRODUCT, DIRECTION] node_label (str): Node label node_color (color): Node background color
- Returns:
Boolean
Node creation
Node
Compare
data_type = ‘VECTOR’
operation = ‘LESS_THAN’
Blender reference : FunctionNodeCompare
from geonodes import nodes nodes.Compare(a=self, b=b, c=c, angle=angle, data_type='VECTOR', mode=mode, operation='LESS_THAN', label=node_label, node_color=node_color)
less_equal#
Geometry node [Compare].
- Args:
b: Vector c: Float angle: Float mode (str): ‘ELEMENT’ in [ELEMENT, LENGTH, AVERAGE, DOT_PRODUCT, DIRECTION] node_label (str): Node label node_color (color): Node background color
- Returns:
Boolean
Node creation
Node
Compare
data_type = ‘VECTOR’
operation = ‘LESS_EQUAL’
Blender reference : FunctionNodeCompare
from geonodes import nodes nodes.Compare(a=self, b=b, c=c, angle=angle, data_type='VECTOR', mode=mode, operation='LESS_EQUAL', label=node_label, node_color=node_color)
greater_than#
Geometry node [Compare].
- Args:
b: Vector c: Float angle: Float mode (str): ‘ELEMENT’ in [ELEMENT, LENGTH, AVERAGE, DOT_PRODUCT, DIRECTION] node_label (str): Node label node_color (color): Node background color
- Returns:
Boolean
Node creation
Node
Compare
data_type = ‘VECTOR’
operation = ‘GREATER_THAN’
Blender reference : FunctionNodeCompare
from geonodes import nodes nodes.Compare(a=self, b=b, c=c, angle=angle, data_type='VECTOR', mode=mode, operation='GREATER_THAN', label=node_label, node_color=node_color)
greater_equal#
Geometry node [Compare].
- Args:
b: Vector c: Float angle: Float mode (str): ‘ELEMENT’ in [ELEMENT, LENGTH, AVERAGE, DOT_PRODUCT, DIRECTION] node_label (str): Node label node_color (color): Node background color
- Returns:
Boolean
Node creation
Node
Compare
data_type = ‘VECTOR’
operation = ‘GREATER_EQUAL’
Blender reference : FunctionNodeCompare
from geonodes import nodes nodes.Compare(a=self, b=b, c=c, angle=angle, data_type='VECTOR', mode=mode, operation='GREATER_EQUAL', label=node_label, node_color=node_color)
equal#
Geometry node [Compare].
- Args:
b: Vector c: Float angle: Float epsilon: Float mode (str): ‘ELEMENT’ in [ELEMENT, LENGTH, AVERAGE, DOT_PRODUCT, DIRECTION] node_label (str): Node label node_color (color): Node background color
- Returns:
Boolean
Node creation
Node
Compare
data_type = ‘VECTOR’
operation = ‘EQUAL’
Blender reference : FunctionNodeCompare
from geonodes import nodes nodes.Compare(a=self, b=b, c=c, angle=angle, epsilon=epsilon, data_type='VECTOR', mode=mode, operation='EQUAL', label=node_label, node_color=node_color)
not_equal#
Geometry node [Compare].
- Args:
b: Vector c: Float angle: Float epsilon: Float mode (str): ‘ELEMENT’ in [ELEMENT, LENGTH, AVERAGE, DOT_PRODUCT, DIRECTION] node_label (str): Node label node_color (color): Node background color
- Returns:
Boolean
Node creation
Node
Compare
data_type = ‘VECTOR’
operation = ‘NOT_EQUAL’
Blender reference : FunctionNodeCompare
from geonodes import nodes nodes.Compare(a=self, b=b, c=c, angle=angle, epsilon=epsilon, data_type='VECTOR', mode=mode, operation='NOT_EQUAL', label=node_label, node_color=node_color)
element_less_than#
Geometry node [Compare].
- Args:
b: Vector node_label (str): Node label node_color (color): Node background color
- Returns:
Boolean
Node creation
Node
Compare
data_type = ‘VECTOR’
mode = ‘ELEMENT’
operation = ‘LESS_THAN’
Blender reference : FunctionNodeCompare
from geonodes import nodes nodes.Compare(a=self, b=b, data_type='VECTOR', mode='ELEMENT', operation='LESS_THAN', label=node_label, node_color=node_color)
length_less_than#
Geometry node [Compare].
- Args:
b: Vector node_label (str): Node label node_color (color): Node background color
- Returns:
Boolean
Node creation
Node
Compare
data_type = ‘VECTOR’
mode = ‘LENGTH’
operation = ‘LESS_THAN’
Blender reference : FunctionNodeCompare
from geonodes import nodes nodes.Compare(a=self, b=b, data_type='VECTOR', mode='LENGTH', operation='LESS_THAN', label=node_label, node_color=node_color)
average_less_than#
Geometry node [Compare].
- Args:
b: Vector node_label (str): Node label node_color (color): Node background color
- Returns:
Boolean
Node creation
Node
Compare
data_type = ‘VECTOR’
mode = ‘AVERAGE’
operation = ‘LESS_THAN’
Blender reference : FunctionNodeCompare
from geonodes import nodes nodes.Compare(a=self, b=b, data_type='VECTOR', mode='AVERAGE', operation='LESS_THAN', label=node_label, node_color=node_color)
dot_product_less_than#
Geometry node [Compare].
- Args:
b: Vector c: Float node_label (str): Node label node_color (color): Node background color
- Returns:
Boolean
Node creation
Node
Compare
data_type = ‘VECTOR’
mode = ‘DOT_PRODUCT’
operation = ‘LESS_THAN’
Blender reference : FunctionNodeCompare
from geonodes import nodes nodes.Compare(a=self, b=b, c=c, data_type='VECTOR', mode='DOT_PRODUCT', operation='LESS_THAN', label=node_label, node_color=node_color)
direction_less_than#
Geometry node [Compare].
- Args:
b: Vector angle: Float node_label (str): Node label node_color (color): Node background color
- Returns:
Boolean
Node creation
Node
Compare
data_type = ‘VECTOR’
mode = ‘DIRECTION’
operation = ‘LESS_THAN’
Blender reference : FunctionNodeCompare
from geonodes import nodes nodes.Compare(a=self, b=b, angle=angle, data_type='VECTOR', mode='DIRECTION', operation='LESS_THAN', label=node_label, node_color=node_color)
element_less_equal#
Geometry node [Compare].
- Args:
b: Vector node_label (str): Node label node_color (color): Node background color
- Returns:
Boolean
Node creation
Node
Compare
data_type = ‘VECTOR’
mode = ‘ELEMENT’
operation = ‘LESS_EQUAL’
Blender reference : FunctionNodeCompare
from geonodes import nodes nodes.Compare(a=self, b=b, data_type='VECTOR', mode='ELEMENT', operation='LESS_EQUAL', label=node_label, node_color=node_color)
length_less_equal#
Geometry node [Compare].
- Args:
b: Vector node_label (str): Node label node_color (color): Node background color
- Returns:
Boolean
Node creation
Node
Compare
data_type = ‘VECTOR’
mode = ‘LENGTH’
operation = ‘LESS_EQUAL’
Blender reference : FunctionNodeCompare
from geonodes import nodes nodes.Compare(a=self, b=b, data_type='VECTOR', mode='LENGTH', operation='LESS_EQUAL', label=node_label, node_color=node_color)
average_less_equal#
Geometry node [Compare].
- Args:
b: Vector node_label (str): Node label node_color (color): Node background color
- Returns:
Boolean
Node creation
Node
Compare
data_type = ‘VECTOR’
mode = ‘AVERAGE’
operation = ‘LESS_EQUAL’
Blender reference : FunctionNodeCompare
from geonodes import nodes nodes.Compare(a=self, b=b, data_type='VECTOR', mode='AVERAGE', operation='LESS_EQUAL', label=node_label, node_color=node_color)
dot_product_less_equal#
Geometry node [Compare].
- Args:
b: Vector c: Float node_label (str): Node label node_color (color): Node background color
- Returns:
Boolean
Node creation
Node
Compare
data_type = ‘VECTOR’
mode = ‘DOT_PRODUCT’
operation = ‘LESS_EQUAL’
Blender reference : FunctionNodeCompare
from geonodes import nodes nodes.Compare(a=self, b=b, c=c, data_type='VECTOR', mode='DOT_PRODUCT', operation='LESS_EQUAL', label=node_label, node_color=node_color)
direction_less_equal#
Geometry node [Compare].
- Args:
b: Vector angle: Float node_label (str): Node label node_color (color): Node background color
- Returns:
Boolean
Node creation
Node
Compare
data_type = ‘VECTOR’
mode = ‘DIRECTION’
operation = ‘LESS_EQUAL’
Blender reference : FunctionNodeCompare
from geonodes import nodes nodes.Compare(a=self, b=b, angle=angle, data_type='VECTOR', mode='DIRECTION', operation='LESS_EQUAL', label=node_label, node_color=node_color)
element_greater_than#
Geometry node [Compare].
- Args:
b: Vector node_label (str): Node label node_color (color): Node background color
- Returns:
Boolean
Node creation
Node
Compare
data_type = ‘VECTOR’
mode = ‘ELEMENT’
operation = ‘GREATER_THAN’
Blender reference : FunctionNodeCompare
from geonodes import nodes nodes.Compare(a=self, b=b, data_type='VECTOR', mode='ELEMENT', operation='GREATER_THAN', label=node_label, node_color=node_color)
length_greater_than#
Geometry node [Compare].
- Args:
b: Vector node_label (str): Node label node_color (color): Node background color
- Returns:
Boolean
Node creation
Node
Compare
data_type = ‘VECTOR’
mode = ‘LENGTH’
operation = ‘GREATER_THAN’
Blender reference : FunctionNodeCompare
from geonodes import nodes nodes.Compare(a=self, b=b, data_type='VECTOR', mode='LENGTH', operation='GREATER_THAN', label=node_label, node_color=node_color)
average_greater_than#
Geometry node [Compare].
- Args:
b: Vector node_label (str): Node label node_color (color): Node background color
- Returns:
Boolean
Node creation
Node
Compare
data_type = ‘VECTOR’
mode = ‘AVERAGE’
operation = ‘GREATER_THAN’
Blender reference : FunctionNodeCompare
from geonodes import nodes nodes.Compare(a=self, b=b, data_type='VECTOR', mode='AVERAGE', operation='GREATER_THAN', label=node_label, node_color=node_color)
dot_product_greater_than#
Geometry node [Compare].
- Args:
b: Vector c: Float node_label (str): Node label node_color (color): Node background color
- Returns:
Boolean
Node creation
Node
Compare
data_type = ‘VECTOR’
mode = ‘DOT_PRODUCT’
operation = ‘GREATER_THAN’
Blender reference : FunctionNodeCompare
from geonodes import nodes nodes.Compare(a=self, b=b, c=c, data_type='VECTOR', mode='DOT_PRODUCT', operation='GREATER_THAN', label=node_label, node_color=node_color)
direction_greater_than#
Geometry node [Compare].
- Args:
b: Vector angle: Float node_label (str): Node label node_color (color): Node background color
- Returns:
Boolean
Node creation
Node
Compare
data_type = ‘VECTOR’
mode = ‘DIRECTION’
operation = ‘GREATER_THAN’
Blender reference : FunctionNodeCompare
from geonodes import nodes nodes.Compare(a=self, b=b, angle=angle, data_type='VECTOR', mode='DIRECTION', operation='GREATER_THAN', label=node_label, node_color=node_color)
element_greater_equal#
Geometry node [Compare].
- Args:
b: Vector node_label (str): Node label node_color (color): Node background color
- Returns:
Boolean
Node creation
Node
Compare
data_type = ‘VECTOR’
mode = ‘ELEMENT’
operation = ‘GREATER_EQUAL’
Blender reference : FunctionNodeCompare
from geonodes import nodes nodes.Compare(a=self, b=b, data_type='VECTOR', mode='ELEMENT', operation='GREATER_EQUAL', label=node_label, node_color=node_color)
length_greater_equal#
Geometry node [Compare].
- Args:
b: Vector node_label (str): Node label node_color (color): Node background color
- Returns:
Boolean
Node creation
Node
Compare
data_type = ‘VECTOR’
mode = ‘LENGTH’
operation = ‘GREATER_EQUAL’
Blender reference : FunctionNodeCompare
from geonodes import nodes nodes.Compare(a=self, b=b, data_type='VECTOR', mode='LENGTH', operation='GREATER_EQUAL', label=node_label, node_color=node_color)
average_greater_equal#
Geometry node [Compare].
- Args:
b: Vector node_label (str): Node label node_color (color): Node background color
- Returns:
Boolean
Node creation
Node
Compare
data_type = ‘VECTOR’
mode = ‘AVERAGE’
operation = ‘GREATER_EQUAL’
Blender reference : FunctionNodeCompare
from geonodes import nodes nodes.Compare(a=self, b=b, data_type='VECTOR', mode='AVERAGE', operation='GREATER_EQUAL', label=node_label, node_color=node_color)
dot_product_greater_equal#
Geometry node [Compare].
- Args:
b: Vector c: Float node_label (str): Node label node_color (color): Node background color
- Returns:
Boolean
Node creation
Node
Compare
data_type = ‘VECTOR’
mode = ‘DOT_PRODUCT’
operation = ‘GREATER_EQUAL’
Blender reference : FunctionNodeCompare
from geonodes import nodes nodes.Compare(a=self, b=b, c=c, data_type='VECTOR', mode='DOT_PRODUCT', operation='GREATER_EQUAL', label=node_label, node_color=node_color)
direction_greater_equal#
Geometry node [Compare].
- Args:
b: Vector angle: Float node_label (str): Node label node_color (color): Node background color
- Returns:
Boolean
Node creation
Node
Compare
data_type = ‘VECTOR’
mode = ‘DIRECTION’
operation = ‘GREATER_EQUAL’
Blender reference : FunctionNodeCompare
from geonodes import nodes nodes.Compare(a=self, b=b, angle=angle, data_type='VECTOR', mode='DIRECTION', operation='GREATER_EQUAL', label=node_label, node_color=node_color)
element_equal#
Geometry node [Compare].
- Args:
b: Vector epsilon: Float node_label (str): Node label node_color (color): Node background color
- Returns:
Boolean
Node creation
Node
Compare
data_type = ‘VECTOR’
mode = ‘ELEMENT’
operation = ‘EQUAL’
Blender reference : FunctionNodeCompare
from geonodes import nodes nodes.Compare(a=self, b=b, epsilon=epsilon, data_type='VECTOR', mode='ELEMENT', operation='EQUAL', label=node_label, node_color=node_color)
length_equal#
Geometry node [Compare].
- Args:
b: Vector epsilon: Float node_label (str): Node label node_color (color): Node background color
- Returns:
Boolean
Node creation
Node
Compare
data_type = ‘VECTOR’
mode = ‘LENGTH’
operation = ‘EQUAL’
Blender reference : FunctionNodeCompare
from geonodes import nodes nodes.Compare(a=self, b=b, epsilon=epsilon, data_type='VECTOR', mode='LENGTH', operation='EQUAL', label=node_label, node_color=node_color)
average_equal#
Geometry node [Compare].
- Args:
b: Vector epsilon: Float node_label (str): Node label node_color (color): Node background color
- Returns:
Boolean
Node creation
Node
Compare
data_type = ‘VECTOR’
mode = ‘AVERAGE’
operation = ‘EQUAL’
Blender reference : FunctionNodeCompare
from geonodes import nodes nodes.Compare(a=self, b=b, epsilon=epsilon, data_type='VECTOR', mode='AVERAGE', operation='EQUAL', label=node_label, node_color=node_color)
dot_product_equal#
Geometry node [Compare].
- Args:
b: Vector c: Float epsilon: Float node_label (str): Node label node_color (color): Node background color
- Returns:
Boolean
Node creation
Node
Compare
data_type = ‘VECTOR’
mode = ‘DOT_PRODUCT’
operation = ‘EQUAL’
Blender reference : FunctionNodeCompare
from geonodes import nodes nodes.Compare(a=self, b=b, c=c, epsilon=epsilon, data_type='VECTOR', mode='DOT_PRODUCT', operation='EQUAL', label=node_label, node_color=node_color)
direction_equal#
Geometry node [Compare].
- Args:
b: Vector angle: Float epsilon: Float node_label (str): Node label node_color (color): Node background color
- Returns:
Boolean
Node creation
Node
Compare
data_type = ‘VECTOR’
mode = ‘DIRECTION’
operation = ‘EQUAL’
Blender reference : FunctionNodeCompare
from geonodes import nodes nodes.Compare(a=self, b=b, angle=angle, epsilon=epsilon, data_type='VECTOR', mode='DIRECTION', operation='EQUAL', label=node_label, node_color=node_color)
element_not_equal#
Geometry node [Compare].
- Args:
b: Vector epsilon: Float node_label (str): Node label node_color (color): Node background color
- Returns:
Boolean
Node creation
Node
Compare
data_type = ‘VECTOR’
mode = ‘ELEMENT’
operation = ‘NOT_EQUAL’
Blender reference : FunctionNodeCompare
from geonodes import nodes nodes.Compare(a=self, b=b, epsilon=epsilon, data_type='VECTOR', mode='ELEMENT', operation='NOT_EQUAL', label=node_label, node_color=node_color)
length_not_equal#
Geometry node [Compare].
- Args:
b: Vector epsilon: Float node_label (str): Node label node_color (color): Node background color
- Returns:
Boolean
Node creation
Node
Compare
data_type = ‘VECTOR’
mode = ‘LENGTH’
operation = ‘NOT_EQUAL’
Blender reference : FunctionNodeCompare
from geonodes import nodes nodes.Compare(a=self, b=b, epsilon=epsilon, data_type='VECTOR', mode='LENGTH', operation='NOT_EQUAL', label=node_label, node_color=node_color)
average_not_equal#
Geometry node [Compare].
- Args:
b: Vector epsilon: Float node_label (str): Node label node_color (color): Node background color
- Returns:
Boolean
Node creation
Node
Compare
data_type = ‘VECTOR’
mode = ‘AVERAGE’
operation = ‘NOT_EQUAL’
Blender reference : FunctionNodeCompare
from geonodes import nodes nodes.Compare(a=self, b=b, epsilon=epsilon, data_type='VECTOR', mode='AVERAGE', operation='NOT_EQUAL', label=node_label, node_color=node_color)
dot_product_not_equal#
Geometry node [Compare].
- Args:
b: Vector c: Float epsilon: Float node_label (str): Node label node_color (color): Node background color
- Returns:
Boolean
Node creation
Node
Compare
data_type = ‘VECTOR’
mode = ‘DOT_PRODUCT’
operation = ‘NOT_EQUAL’
Blender reference : FunctionNodeCompare
from geonodes import nodes nodes.Compare(a=self, b=b, c=c, epsilon=epsilon, data_type='VECTOR', mode='DOT_PRODUCT', operation='NOT_EQUAL', label=node_label, node_color=node_color)
direction_not_equal#
Geometry node [Compare].
- Args:
b: Vector angle: Float epsilon: Float node_label (str): Node label node_color (color): Node background color
- Returns:
Boolean
Node creation
Node
Compare
data_type = ‘VECTOR’
mode = ‘DIRECTION’
operation = ‘NOT_EQUAL’
Blender reference : FunctionNodeCompare
from geonodes import nodes nodes.Compare(a=self, b=b, angle=angle, epsilon=epsilon, data_type='VECTOR', mode='DIRECTION', operation='NOT_EQUAL', label=node_label, node_color=node_color)
add#
Geometry node [Vector Math].
- Args:
vector1: Vector node_label (str): Node label node_color (color): Node background color
- Returns:
Vector
Node creation
Node
VectorMath
operation = ‘ADD’
Blender reference : ShaderNodeVectorMath
from geonodes import nodes nodes.VectorMath(vector0=self, vector1=vector1, operation='ADD', label=node_label, node_color=node_color)
subtract#
Geometry node [Vector Math].
- Args:
vector1: Vector node_label (str): Node label node_color (color): Node background color
- Returns:
Vector
Node creation
Node
VectorMath
operation = ‘SUBTRACT’
Blender reference : ShaderNodeVectorMath
from geonodes import nodes nodes.VectorMath(vector0=self, vector1=vector1, operation='SUBTRACT', label=node_label, node_color=node_color)
multiply#
Geometry node [Vector Math].
- Args:
vector1: Vector node_label (str): Node label node_color (color): Node background color
- Returns:
Vector
Node creation
Node
VectorMath
operation = ‘MULTIPLY’
Blender reference : ShaderNodeVectorMath
from geonodes import nodes nodes.VectorMath(vector0=self, vector1=vector1, operation='MULTIPLY', label=node_label, node_color=node_color)
divide#
Geometry node [Vector Math].
- Args:
vector1: Vector node_label (str): Node label node_color (color): Node background color
- Returns:
Vector
Node creation
Node
VectorMath
operation = ‘DIVIDE’
Blender reference : ShaderNodeVectorMath
from geonodes import nodes nodes.VectorMath(vector0=self, vector1=vector1, operation='DIVIDE', label=node_label, node_color=node_color)
multiply_add#
Geometry node [Vector Math].
- Args:
vector1: Vector vector2: Vector node_label (str): Node label node_color (color): Node background color
- Returns:
Vector
Node creation
Node
VectorMath
operation = ‘MULTIPLY_ADD’
Blender reference : ShaderNodeVectorMath
from geonodes import nodes nodes.VectorMath(vector0=self, vector1=vector1, vector2=vector2, operation='MULTIPLY_ADD', label=node_label, node_color=node_color)
cross#
Geometry node [Vector Math].
- Args:
vector1: Vector node_label (str): Node label node_color (color): Node background color
- Returns:
Vector
Node creation
Node
VectorMath
operation = ‘CROSS_PRODUCT’
Blender reference : ShaderNodeVectorMath
from geonodes import nodes nodes.VectorMath(vector0=self, vector1=vector1, operation='CROSS_PRODUCT', label=node_label, node_color=node_color)
project#
Geometry node [Vector Math].
- Args:
vector1: Vector node_label (str): Node label node_color (color): Node background color
- Returns:
Vector
Node creation
Node
VectorMath
operation = ‘PROJECT’
Blender reference : ShaderNodeVectorMath
from geonodes import nodes nodes.VectorMath(vector0=self, vector1=vector1, operation='PROJECT', label=node_label, node_color=node_color)
reflect#
Geometry node [Vector Math].
- Args:
vector1: Vector node_label (str): Node label node_color (color): Node background color
- Returns:
Vector
Node creation
Node
VectorMath
operation = ‘REFLECT’
Blender reference : ShaderNodeVectorMath
from geonodes import nodes nodes.VectorMath(vector0=self, vector1=vector1, operation='REFLECT', label=node_label, node_color=node_color)
refract#
Geometry node [Vector Math].
- Args:
vector1: Vector scale: Float node_label (str): Node label node_color (color): Node background color
- Returns:
Vector
Node creation
Node
VectorMath
operation = ‘REFRACT’
Blender reference : ShaderNodeVectorMath
from geonodes import nodes nodes.VectorMath(vector0=self, vector1=vector1, scale=scale, operation='REFRACT', label=node_label, node_color=node_color)
faceforward#
Geometry node [Vector Math].
- Args:
vector1: Vector vector2: Vector node_label (str): Node label node_color (color): Node background color
- Returns:
Vector
Node creation
Node
VectorMath
operation = ‘FACEFORWARD’
Blender reference : ShaderNodeVectorMath
from geonodes import nodes nodes.VectorMath(vector0=self, vector1=vector1, vector2=vector2, operation='FACEFORWARD', label=node_label, node_color=node_color)
dot#
Geometry node [Vector Math].
- Args:
vector1: Vector node_label (str): Node label node_color (color): Node background color
- Returns:
Float
Node creation
Node
VectorMath
operation = ‘DOT_PRODUCT’
Blender reference : ShaderNodeVectorMath
from geonodes import nodes nodes.VectorMath(vector0=self, vector1=vector1, operation='DOT_PRODUCT', label=node_label, node_color=node_color)
distance#
Geometry node [Vector Math].
- Args:
vector1: Vector node_label (str): Node label node_color (color): Node background color
- Returns:
Float
Node creation
Node
VectorMath
operation = ‘DISTANCE’
Blender reference : ShaderNodeVectorMath
from geonodes import nodes nodes.VectorMath(vector0=self, vector1=vector1, operation='DISTANCE', label=node_label, node_color=node_color)
length#
Geometry node [Vector Math].
- Args:
node_label (str): Node label node_color (color): Node background color
- Returns:
Float
Node creation
Node
VectorMath
operation = ‘LENGTH’
Blender reference : ShaderNodeVectorMath
from geonodes import nodes nodes.VectorMath(vector0=self, operation='LENGTH', label=node_label, node_color=node_color)
scale#
Geometry node [Vector Math].
- Args:
scale: Float node_label (str): Node label node_color (color): Node background color
- Returns:
Vector
Node creation
Node
VectorMath
operation = ‘SCALE’
Blender reference : ShaderNodeVectorMath
from geonodes import nodes nodes.VectorMath(vector0=self, scale=scale, operation='SCALE', label=node_label, node_color=node_color)
normalize#
Geometry node [Vector Math].
- Args:
node_label (str): Node label node_color (color): Node background color
- Returns:
Vector
Node creation
Node
VectorMath
operation = ‘NORMALIZE’
Blender reference : ShaderNodeVectorMath
from geonodes import nodes nodes.VectorMath(vector0=self, operation='NORMALIZE', label=node_label, node_color=node_color)
absolute#
Geometry node [Vector Math].
- Args:
node_label (str): Node label node_color (color): Node background color
- Returns:
Vector
Node creation
Node
VectorMath
operation = ‘ABSOLUTE’
Blender reference : ShaderNodeVectorMath
from geonodes import nodes nodes.VectorMath(vector0=self, operation='ABSOLUTE', label=node_label, node_color=node_color)
min#
Geometry node [Vector Math].
- Args:
vector1: Vector node_label (str): Node label node_color (color): Node background color
- Returns:
Vector
Node creation
Node
VectorMath
operation = ‘MINIMUM’
Blender reference : ShaderNodeVectorMath
from geonodes import nodes nodes.VectorMath(vector0=self, vector1=vector1, operation='MINIMUM', label=node_label, node_color=node_color)
max#
Geometry node [Vector Math].
- Args:
vector1: Vector node_label (str): Node label node_color (color): Node background color
- Returns:
Vector
Node creation
Node
VectorMath
operation = ‘MAXIMUM’
Blender reference : ShaderNodeVectorMath
from geonodes import nodes nodes.VectorMath(vector0=self, vector1=vector1, operation='MAXIMUM', label=node_label, node_color=node_color)
floor#
Geometry node [Vector Math].
- Args:
node_label (str): Node label node_color (color): Node background color
- Returns:
Vector
Node creation
Node
VectorMath
operation = ‘FLOOR’
Blender reference : ShaderNodeVectorMath
from geonodes import nodes nodes.VectorMath(vector0=self, operation='FLOOR', label=node_label, node_color=node_color)
ceil#
Geometry node [Vector Math].
- Args:
node_label (str): Node label node_color (color): Node background color
- Returns:
Vector
Node creation
Node
VectorMath
operation = ‘CEIL’
Blender reference : ShaderNodeVectorMath
from geonodes import nodes nodes.VectorMath(vector0=self, operation='CEIL', label=node_label, node_color=node_color)
fraction#
Geometry node [Vector Math].
- Args:
node_label (str): Node label node_color (color): Node background color
- Returns:
Vector
Node creation
Node
VectorMath
operation = ‘FRACTION’
Blender reference : ShaderNodeVectorMath
from geonodes import nodes nodes.VectorMath(vector0=self, operation='FRACTION', label=node_label, node_color=node_color)
modulo#
Geometry node [Vector Math].
- Args:
vector1: Vector node_label (str): Node label node_color (color): Node background color
- Returns:
Vector
Node creation
Node
VectorMath
operation = ‘MODULO’
Blender reference : ShaderNodeVectorMath
from geonodes import nodes nodes.VectorMath(vector0=self, vector1=vector1, operation='MODULO', label=node_label, node_color=node_color)
wrap#
Geometry node [Vector Math].
- Args:
vector1: Vector vector2: Vector node_label (str): Node label node_color (color): Node background color
- Returns:
Vector
Node creation
Node
VectorMath
operation = ‘WRAP’
Blender reference : ShaderNodeVectorMath
from geonodes import nodes nodes.VectorMath(vector0=self, vector1=vector1, vector2=vector2, operation='WRAP', label=node_label, node_color=node_color)
snap#
Geometry node [Vector Math].
- Args:
vector1: Vector node_label (str): Node label node_color (color): Node background color
- Returns:
Vector
Node creation
Node
VectorMath
operation = ‘SNAP’
Blender reference : ShaderNodeVectorMath
from geonodes import nodes nodes.VectorMath(vector0=self, vector1=vector1, operation='SNAP', label=node_label, node_color=node_color)
sin#
Geometry node [Vector Math].
- Args:
node_label (str): Node label node_color (color): Node background color
- Returns:
Vector
Node creation
Node
VectorMath
operation = ‘SINE’
Blender reference : ShaderNodeVectorMath
from geonodes import nodes nodes.VectorMath(vector0=self, operation='SINE', label=node_label, node_color=node_color)
cos#
Geometry node [Vector Math].
- Args:
node_label (str): Node label node_color (color): Node background color
- Returns:
Vector
Node creation
Node
VectorMath
operation = ‘COSINE’
Blender reference : ShaderNodeVectorMath
from geonodes import nodes nodes.VectorMath(vector0=self, operation='COSINE', label=node_label, node_color=node_color)
tan#
Geometry node [Vector Math].
- Args:
node_label (str): Node label node_color (color): Node background color
- Returns:
Vector
Node creation
Node
VectorMath
operation = ‘TANGENT’
Blender reference : ShaderNodeVectorMath
from geonodes import nodes nodes.VectorMath(vector0=self, operation='TANGENT', label=node_label, node_color=node_color)
curves#
Geometry node [Vector Curves].
- Args:
fac: Float node_label (str): Node label node_color (color): Node background color
- Returns:
Vector
Node creation
Node
VectorCurves
Blender reference : ShaderNodeVectorCurve
from geonodes import nodes nodes.VectorCurves(vector=self, fac=fac, label=node_label, node_color=node_color)
align_to_vector#
Geometry node [Align Euler to Vector].
- Args:
factor: Float vector: Vector axis (str): ‘X’ in [X, Y, Z] pivot_axis (str): ‘AUTO’ in [AUTO, X, Y, Z] node_label (str): Node label node_color (color): Node background color
- Returns:
Vector
Node creation
Node
AlignEulerToVector
Blender reference : FunctionNodeAlignEulerToVector
from geonodes import nodes nodes.AlignEulerToVector(rotation=self, factor=factor, vector=vector, axis=axis, pivot_axis=pivot_axis, label=node_label, node_color=node_color)
rotate_euler#
Geometry node [Rotate Euler].
- Args:
rotate_by: Vector axis: Vector angle: Float space (str): ‘OBJECT’ in [OBJECT, LOCAL] type (str): ‘EULER’ in [AXIS_ANGLE, EULER] node_label (str): Node label node_color (color): Node background color
- Returns:
Vector
Node creation
Node
RotateEuler
Blender reference : FunctionNodeRotateEuler
from geonodes import nodes nodes.RotateEuler(rotation=self, rotate_by=rotate_by, axis=axis, angle=angle, space=space, type=type, label=node_label, node_color=node_color)
rotate#
Geometry node [Vector Rotate].
- Args:
center: Vector axis: Vector angle: Float rotation: Vector invert (bool): False rotation_type (str): ‘AXIS_ANGLE’ in [AXIS_ANGLE, X_AXIS, Y_AXIS, Z_AXIS, EULER_XYZ] node_label (str): Node label node_color (color): Node background color
- Returns:
Vector
Node creation
Node
VectorRotate
Blender reference : ShaderNodeVectorRotate
from geonodes import nodes nodes.VectorRotate(vector=self, center=center, axis=axis, angle=angle, rotation=rotation, invert=invert, rotation_type=rotation_type, label=node_label, node_color=node_color)