Data socket Vector#

Inherits from dsock.Vector

go to index

Constructors#

Properties#

  • separate : Sockets [x (Float), y (Float), z (Float)]

Methods#

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)