geonodes functions#

global functions

go to index

Example of use:

import geonodes as gn
value = gn.Float(14.) # A float value
v = gn.sin(v)         # The sine of this value

Functions#

compare#

Geometry node [Compare].

Args:

a: Float b: Float epsilon: Float data_type (str): ‘FLOAT’ in [FLOAT, INT, VECTOR, STRING, RGBA] mode (str): ‘ELEMENT’ in [ELEMENT, LENGTH, AVERAGE, DOT_PRODUCT, DIRECTION] operation (str): ‘GREATER_THAN’ in [LESS_THAN, LESS_EQUAL, GREATER_THAN, GREATER_EQUAL, EQUAL, NOT_EQUAL] node_label (str): Node label node_color (color): Node background color

Returns:

Boolean

Node creation

Node Compare

Blender reference : FunctionNodeCompare

from geonodes import nodes
nodes.Compare(a=a, b=b, epsilon=epsilon, data_type=data_type, mode=mode, operation=operation, label=node_label, node_color=node_color)

join_strings#

Geometry node [Join Strings].

Args:

strings: <m>String delimiter: String node_label (str): Node label node_color (color): Node background color

Returns:

String

Node creation

Node JoinStrings

Blender reference : GeometryNodeStringJoin

from geonodes import nodes
nodes.JoinStrings(*strings, delimiter=delimiter, label=node_label, node_color=node_color)

scene#

Geometry node [Scene Time].

Args:

node_label (str): Node label node_color (color): Node background color

Returns:

Sockets [seconds (Float), frame (Float)]

Node creation

Node SceneTime

Blender reference : GeometryNodeInputSceneTime

from geonodes import nodes
nodes.SceneTime(label=node_label, node_color=node_color)

switch#

Geometry node [Switch].

Args:

switch: Boolean false: Geometry true: Geometry input_type (str): ‘GEOMETRY’ in [FLOAT, INT, BOOLEAN, VECTOR, STRING,… , COLLECTION, TEXTURE, MATERIAL] node_label (str): Node label node_color (color): Node background color

Returns:

input_type dependant

Node creation

Node Switch

Blender reference : GeometryNodeSwitch

from geonodes import nodes
nodes.Switch(switch=switch, false=false, true=true, input_type=input_type, label=node_label, node_color=node_color)

b_and#

Geometry node [Boolean Math].

Args:

boolean0: Boolean boolean1: Boolean node_label (str): Node label node_color (color): Node background color

Returns:

Boolean

Node creation

Node BooleanMath

  • operation = ‘AND’

Blender reference : FunctionNodeBooleanMath

from geonodes import nodes
nodes.BooleanMath(boolean0=boolean0, boolean1=boolean1, operation='AND', label=node_label, node_color=node_color)

b_or#

Geometry node [Boolean Math].

Args:

boolean0: Boolean boolean1: Boolean node_label (str): Node label node_color (color): Node background color

Returns:

Boolean

Node creation

Node BooleanMath

  • operation = ‘OR’

Blender reference : FunctionNodeBooleanMath

from geonodes import nodes
nodes.BooleanMath(boolean0=boolean0, boolean1=boolean1, operation='OR', label=node_label, node_color=node_color)

b_not#

Geometry node [Boolean Math].

Args:

boolean0: Boolean node_label (str): Node label node_color (color): Node background color

Returns:

Boolean

Node creation

Node BooleanMath

  • operation = ‘NOT’

Blender reference : FunctionNodeBooleanMath

from geonodes import nodes
nodes.BooleanMath(boolean0=boolean0, operation='NOT', label=node_label, node_color=node_color)

nand#

Geometry node [Boolean Math].

Args:

boolean0: Boolean boolean1: Boolean node_label (str): Node label node_color (color): Node background color

Returns:

Boolean

Node creation

Node BooleanMath

  • operation = ‘NAND’

Blender reference : FunctionNodeBooleanMath

from geonodes import nodes
nodes.BooleanMath(boolean0=boolean0, boolean1=boolean1, operation='NAND', label=node_label, node_color=node_color)

nor#

Geometry node [Boolean Math].

Args:

boolean0: Boolean boolean1: Boolean node_label (str): Node label node_color (color): Node background color

Returns:

Boolean

Node creation

Node BooleanMath

  • operation = ‘NOR’

Blender reference : FunctionNodeBooleanMath

from geonodes import nodes
nodes.BooleanMath(boolean0=boolean0, boolean1=boolean1, operation='NOR', label=node_label, node_color=node_color)

xnor#

Geometry node [Boolean Math].

Args:

boolean0: Boolean boolean1: Boolean node_label (str): Node label node_color (color): Node background color

Returns:

Boolean

Node creation

Node BooleanMath

  • operation = ‘XNOR’

Blender reference : FunctionNodeBooleanMath

from geonodes import nodes
nodes.BooleanMath(boolean0=boolean0, boolean1=boolean1, operation='XNOR', label=node_label, node_color=node_color)

xor#

Geometry node [Boolean Math].

Args:

boolean0: Boolean boolean1: Boolean node_label (str): Node label node_color (color): Node background color

Returns:

Boolean

Node creation

Node BooleanMath

  • operation = ‘XOR’

Blender reference : FunctionNodeBooleanMath

from geonodes import nodes
nodes.BooleanMath(boolean0=boolean0, boolean1=boolean1, operation='XOR', label=node_label, node_color=node_color)

imply#

Geometry node [Boolean Math].

Args:

boolean0: Boolean boolean1: Boolean node_label (str): Node label node_color (color): Node background color

Returns:

Boolean

Node creation

Node BooleanMath

  • operation = ‘IMPLY’

Blender reference : FunctionNodeBooleanMath

from geonodes import nodes
nodes.BooleanMath(boolean0=boolean0, boolean1=boolean1, operation='IMPLY', label=node_label, node_color=node_color)

nimply#

Geometry node [Boolean Math].

Args:

boolean0: Boolean boolean1: Boolean node_label (str): Node label node_color (color): Node background color

Returns:

Boolean

Node creation

Node BooleanMath

  • operation = ‘NIMPLY’

Blender reference : FunctionNodeBooleanMath

from geonodes import nodes
nodes.BooleanMath(boolean0=boolean0, boolean1=boolean1, operation='NIMPLY', label=node_label, node_color=node_color)

add#

Geometry node [Math].

Args:

value0: Float value1: Float node_label (str): Node label node_color (color): Node background color

Returns:

Float

Node creation

Node Math

  • operation = ‘ADD’

Blender reference : ShaderNodeMath

from geonodes import nodes
nodes.Math(value0=value0, value1=value1, operation='ADD', label=node_label, node_color=node_color)

subtract#

Geometry node [Math].

Args:

value0: Float value1: Float node_label (str): Node label node_color (color): Node background color

Returns:

Float

Node creation

Node Math

  • operation = ‘SUBTRACT’

Blender reference : ShaderNodeMath

from geonodes import nodes
nodes.Math(value0=value0, value1=value1, operation='SUBTRACT', label=node_label, node_color=node_color)

multiply#

Geometry node [Math].

Args:

value0: Float value1: Float node_label (str): Node label node_color (color): Node background color

Returns:

Float

Node creation

Node Math

  • operation = ‘MULTIPLY’

Blender reference : ShaderNodeMath

from geonodes import nodes
nodes.Math(value0=value0, value1=value1, operation='MULTIPLY', label=node_label, node_color=node_color)

divide#

Geometry node [Math].

Args:

value0: Float value1: Float node_label (str): Node label node_color (color): Node background color

Returns:

Float

Node creation

Node Math

  • operation = ‘DIVIDE’

Blender reference : ShaderNodeMath

from geonodes import nodes
nodes.Math(value0=value0, value1=value1, operation='DIVIDE', label=node_label, node_color=node_color)

multiply_add#

Geometry node [Math].

Args:

value0: Float 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=value0, value1=value1, value2=value2, operation='MULTIPLY_ADD', label=node_label, node_color=node_color)

pow#

Geometry node [Math].

Args:

value0: Float 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=value0, value1=value1, operation='POWER', label=node_label, node_color=node_color)

log#

Geometry node [Math].

Args:

value0: Float 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=value0, value1=value1, operation='LOGARITHM', label=node_label, node_color=node_color)

sqrt#

Geometry node [Math].

Args:

value0: Float 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=value0, operation='SQRT', label=node_label, node_color=node_color)

inverse_sqrt#

Geometry node [Math].

Args:

value0: Float 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=value0, operation='INVERSE_SQRT', label=node_label, node_color=node_color)

abs#

Geometry node [Math].

Args:

value0: Float 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=value0, operation='ABSOLUTE', label=node_label, node_color=node_color)

exp#

Geometry node [Math].

Args:

value0: Float 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=value0, operation='EXPONENT', label=node_label, node_color=node_color)

min#

Geometry node [Math].

Args:

value0: Float 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=value0, value1=value1, operation='MINIMUM', label=node_label, node_color=node_color)

max#

Geometry node [Math].

Args:

value0: Float 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=value0, value1=value1, operation='MAXIMUM', label=node_label, node_color=node_color)

math_less_than#

Geometry node [Math].

Args:

value0: Float 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=value0, value1=value1, operation='LESS_THAN', label=node_label, node_color=node_color)

math_greater_than#

Geometry node [Math].

Args:

value0: Float 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=value0, value1=value1, operation='GREATER_THAN', label=node_label, node_color=node_color)

sign#

Geometry node [Math].

Args:

value0: Float 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=value0, operation='SIGN', label=node_label, node_color=node_color)

compare#

Geometry node [Math].

Args:

value0: Float 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=value0, value1=value1, value2=value2, operation='COMPARE', label=node_label, node_color=node_color)

smooth_min#

Geometry node [Math].

Args:

value0: Float 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=value0, value1=value1, value2=value2, operation='SMOOTH_MIN', label=node_label, node_color=node_color)

smooth_max#

Geometry node [Math].

Args:

value0: Float 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=value0, value1=value1, value2=value2, operation='SMOOTH_MAX', label=node_label, node_color=node_color)

round#

Geometry node [Math].

Args:

value0: Float 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=value0, operation='ROUND', label=node_label, node_color=node_color)

floor#

Geometry node [Math].

Args:

value0: Float 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=value0, operation='FLOOR', label=node_label, node_color=node_color)

ceil#

Geometry node [Math].

Args:

value0: Float 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=value0, operation='CEIL', label=node_label, node_color=node_color)

trunc#

Geometry node [Math].

Args:

value0: Float 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=value0, operation='TRUNC', label=node_label, node_color=node_color)

fract#

Geometry node [Math].

Args:

value0: Float 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=value0, operation='FRACT', label=node_label, node_color=node_color)

modulo#

Geometry node [Math].

Args:

value0: Float 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=value0, value1=value1, operation='MODULO', label=node_label, node_color=node_color)

wrap#

Geometry node [Math].

Args:

value0: Float 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=value0, value1=value1, value2=value2, operation='WRAP', label=node_label, node_color=node_color)

snap#

Geometry node [Math].

Args:

value0: Float 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=value0, value1=value1, operation='SNAP', label=node_label, node_color=node_color)

pingpong#

Geometry node [Math].

Args:

value0: Float 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=value0, value1=value1, operation='PINGPONG', label=node_label, node_color=node_color)

sin#

Geometry node [Math].

Args:

value0: Float 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=value0, operation='SINE', label=node_label, node_color=node_color)

cos#

Geometry node [Math].

Args:

value0: Float 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=value0, operation='COSINE', label=node_label, node_color=node_color)

tan#

Geometry node [Math].

Args:

value0: Float 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=value0, operation='TANGENT', label=node_label, node_color=node_color)

arcsin#

Geometry node [Math].

Args:

value0: Float 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=value0, operation='ARCSINE', label=node_label, node_color=node_color)

arccos#

Geometry node [Math].

Args:

value0: Float 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=value0, operation='ARCCOSINE', label=node_label, node_color=node_color)

arctan#

Geometry node [Math].

Args:

value0: Float 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=value0, operation='ARCTANGENT', label=node_label, node_color=node_color)

arctan2#

Geometry node [Math].

Args:

value0: Float 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=value0, value1=value1, operation='ARCTAN2', label=node_label, node_color=node_color)

sinh#

Geometry node [Math].

Args:

value0: Float 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=value0, operation='SINH', label=node_label, node_color=node_color)

cosh#

Geometry node [Math].

Args:

value0: Float 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=value0, operation='COSH', label=node_label, node_color=node_color)

tanh#

Geometry node [Math].

Args:

value0: Float 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=value0, operation='TANH', label=node_label, node_color=node_color)

radians#

Geometry node [Math].

Args:

value0: Float 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=value0, operation='RADIANS', label=node_label, node_color=node_color)

degrees#

Geometry node [Math].

Args:

value0: Float 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=value0, operation='DEGREES', label=node_label, node_color=node_color)

vector_add#

Geometry node [Vector Math].

Args:

vector0: Vector 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=vector0, vector1=vector1, operation='ADD', label=node_label, node_color=node_color)

vector_subtract#

Geometry node [Vector Math].

Args:

vector0: Vector 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=vector0, vector1=vector1, operation='SUBTRACT', label=node_label, node_color=node_color)

vector_multiply#

Geometry node [Vector Math].

Args:

vector0: Vector 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=vector0, vector1=vector1, operation='MULTIPLY', label=node_label, node_color=node_color)

vector_divide#

Geometry node [Vector Math].

Args:

vector0: Vector 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=vector0, vector1=vector1, operation='DIVIDE', label=node_label, node_color=node_color)

vector_multiply_add#

Geometry node [Vector Math].

Args:

vector0: Vector 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=vector0, vector1=vector1, vector2=vector2, operation='MULTIPLY_ADD', label=node_label, node_color=node_color)

cross#

Geometry node [Vector Math].

Args:

vector0: Vector 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=vector0, vector1=vector1, operation='CROSS_PRODUCT', label=node_label, node_color=node_color)

project#

Geometry node [Vector Math].

Args:

vector0: Vector 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=vector0, vector1=vector1, operation='PROJECT', label=node_label, node_color=node_color)

reflect#

Geometry node [Vector Math].

Args:

vector0: Vector 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=vector0, vector1=vector1, operation='REFLECT', label=node_label, node_color=node_color)

refract#

Geometry node [Vector Math].

Args:

vector0: Vector 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=vector0, vector1=vector1, scale=scale, operation='REFRACT', label=node_label, node_color=node_color)

faceforward#

Geometry node [Vector Math].

Args:

vector0: Vector 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=vector0, vector1=vector1, vector2=vector2, operation='FACEFORWARD', label=node_label, node_color=node_color)

dot#

Geometry node [Vector Math].

Args:

vector0: Vector 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=vector0, vector1=vector1, operation='DOT_PRODUCT', label=node_label, node_color=node_color)

distance#

Geometry node [Vector Math].

Args:

vector0: Vector 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=vector0, vector1=vector1, operation='DISTANCE', label=node_label, node_color=node_color)

length#

Geometry node [Vector Math].

Args:

vector0: Vector 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=vector0, operation='LENGTH', label=node_label, node_color=node_color)

scale#

Geometry node [Vector Math].

Args:

vector0: Vector 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=vector0, scale=scale, operation='SCALE', label=node_label, node_color=node_color)

normalize#

Geometry node [Vector Math].

Args:

vector0: Vector 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=vector0, operation='NORMALIZE', label=node_label, node_color=node_color)

vector_absolute#

Geometry node [Vector Math].

Args:

vector0: Vector 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=vector0, operation='ABSOLUTE', label=node_label, node_color=node_color)

vector_min#

Geometry node [Vector Math].

Args:

vector0: Vector 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=vector0, vector1=vector1, operation='MINIMUM', label=node_label, node_color=node_color)

vector_max#

Geometry node [Vector Math].

Args:

vector0: Vector 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=vector0, vector1=vector1, operation='MAXIMUM', label=node_label, node_color=node_color)

vector_floor#

Geometry node [Vector Math].

Args:

vector0: Vector 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=vector0, operation='FLOOR', label=node_label, node_color=node_color)

vector_ceil#

Geometry node [Vector Math].

Args:

vector0: Vector 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=vector0, operation='CEIL', label=node_label, node_color=node_color)

fraction#

Geometry node [Vector Math].

Args:

vector0: Vector 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=vector0, operation='FRACTION', label=node_label, node_color=node_color)

vector_modulo#

Geometry node [Vector Math].

Args:

vector0: Vector 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=vector0, vector1=vector1, operation='MODULO', label=node_label, node_color=node_color)

vector_wrap#

Geometry node [Vector Math].

Args:

vector0: Vector 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=vector0, vector1=vector1, vector2=vector2, operation='WRAP', label=node_label, node_color=node_color)

vector_snap#

Geometry node [Vector Math].

Args:

vector0: Vector 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=vector0, vector1=vector1, operation='SNAP', label=node_label, node_color=node_color)

vector_sin#

Geometry node [Vector Math].

Args:

vector0: Vector 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=vector0, operation='SINE', label=node_label, node_color=node_color)

vector_cos#

Geometry node [Vector Math].

Args:

vector0: Vector 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=vector0, operation='COSINE', label=node_label, node_color=node_color)

vector_tan#

Geometry node [Vector Math].

Args:

vector0: Vector 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=vector0, operation='TANGENT', label=node_label, node_color=node_color)

corners_of_face#

Geometry node [Corners of Face].

Args:

face_index: Integer weights: Float sort_index: Integer node_label (str): Node label node_color (color): Node background color

Returns:

Sockets [corner_index (Integer), total (Integer)]

Node creation

Node CornersOfFace

Blender reference : GeometryNodeCornersOfFace

from geonodes import nodes
nodes.CornersOfFace(face_index=face_index, weights=weights, sort_index=sort_index, label=node_label, node_color=node_color)

corners_of_vertex#

Geometry node [Corners of Vertex].

Args:

vertex_index: Integer weights: Float sort_index: Integer node_label (str): Node label node_color (color): Node background color

Returns:

Sockets [corner_index (Integer), total (Integer)]

Node creation

Node CornersOfVertex

Blender reference : GeometryNodeCornersOfVertex

from geonodes import nodes
nodes.CornersOfVertex(vertex_index=vertex_index, weights=weights, sort_index=sort_index, label=node_label, node_color=node_color)

edges_of_corner#

Geometry node [Edges of Corner].

Args:

corner_index: Integer node_label (str): Node label node_color (color): Node background color

Returns:

Sockets [next_edge_index (Integer), previous_edge_index (Integer)]

Node creation

Node EdgesOfCorner

Blender reference : GeometryNodeEdgesOfCorner

from geonodes import nodes
nodes.EdgesOfCorner(corner_index=corner_index, label=node_label, node_color=node_color)

edges_of_vertex#

Geometry node [Edges of Vertex].

Args:

vertex_index: Integer weights: Float sort_index: Integer node_label (str): Node label node_color (color): Node background color

Returns:

Sockets [edge_index (Integer), total (Integer)]

Node creation

Node EdgesOfVertex

Blender reference : GeometryNodeEdgesOfVertex

from geonodes import nodes
nodes.EdgesOfVertex(vertex_index=vertex_index, weights=weights, sort_index=sort_index, label=node_label, node_color=node_color)

face_of_corner#

Geometry node [Face of Corner].

Args:

corner_index: Integer node_label (str): Node label node_color (color): Node background color

Returns:

Sockets [face_index (Integer), index_in_face (Integer)]

Node creation

Node FaceOfCorner

Blender reference : GeometryNodeFaceOfCorner

from geonodes import nodes
nodes.FaceOfCorner(corner_index=corner_index, label=node_label, node_color=node_color)

offset_corner_in_face#

Geometry node [Offset Corner in Face].

Args:

corner_index: Integer offset: Integer node_label (str): Node label node_color (color): Node background color

Returns:

Integer

Node creation

Node OffsetCornerInFace

Blender reference : GeometryNodeOffsetCornerInFace

from geonodes import nodes
nodes.OffsetCornerInFace(corner_index=corner_index, offset=offset, label=node_label, node_color=node_color)

vertex_of_corner#

Geometry node [Vertex of Corner].

Args:

corner_index: Integer node_label (str): Node label node_color (color): Node background color

Returns:

Integer

Node creation

Node VertexOfCorner

Blender reference : GeometryNodeVertexOfCorner

from geonodes import nodes
nodes.VertexOfCorner(corner_index=corner_index, label=node_label, node_color=node_color)

curve_of_point#

Geometry node [Curve of Point].

Args:

point_index: Integer node_label (str): Node label node_color (color): Node background color

Returns:

Sockets [curve_index (Integer), index_in_curve (Integer)]

Node creation

Node CurveOfPoint

Blender reference : GeometryNodeCurveOfPoint

from geonodes import nodes
nodes.CurveOfPoint(point_index=point_index, label=node_label, node_color=node_color)