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#
abs : value (Float)
add : value (Float)
arccos : value (Float)
arcsin : value (Float)
arctan : value (Float)
arctan2 : value (Float)
b_and : boolean (Boolean)
b_not : boolean (Boolean)
b_or : boolean (Boolean)
ceil : value (Float)
compare : result (Boolean)
compare : value (Float)
corners_of_face : Sockets [corner_index (Integer), total (Integer)]
corners_of_vertex : Sockets [corner_index (Integer), total (Integer)]
cos : value (Float)
cosh : value (Float)
cross : vector (Vector)
curve_of_point : Sockets [curve_index (Integer), index_in_curve (Integer)]
degrees : value (Float)
distance : value (Float)
divide : value (Float)
dot : value (Float)
edges_of_corner : Sockets [next_edge_index (Integer), previous_edge_index (Integer)]
edges_of_vertex : Sockets [edge_index (Integer), total (Integer)]
exp : value (Float)
face_of_corner : Sockets [face_index (Integer), index_in_face (Integer)]
faceforward : vector (Vector)
floor : value (Float)
fract : value (Float)
fraction : vector (Vector)
imply : boolean (Boolean)
inverse_sqrt : value (Float)
join_strings : string (String)
length : value (Float)
log : value (Float)
math_greater_than : value (Float)
math_less_than : value (Float)
max : value (Float)
min : value (Float)
modulo : value (Float)
multiply : value (Float)
multiply_add : value (Float)
nand : boolean (Boolean)
nimply : boolean (Boolean)
nor : boolean (Boolean)
normalize : vector (Vector)
offset_corner_in_face : corner_index (Integer)
pingpong : value (Float)
pow : value (Float)
project : vector (Vector)
radians : value (Float)
reflect : vector (Vector)
refract : vector (Vector)
round : value (Float)
scale : vector (Vector)
scene : Sockets [seconds (Float), frame (Float)]
sign : value (Float)
sin : value (Float)
sinh : value (Float)
smooth_max : value (Float)
smooth_min : value (Float)
snap : value (Float)
sqrt : value (Float)
subtract : value (Float)
switch : output (input_type dependant)
tan : value (Float)
tanh : value (Float)
trunc : value (Float)
vector_absolute : vector (Vector)
vector_add : vector (Vector)
vector_ceil : vector (Vector)
vector_cos : vector (Vector)
vector_divide : vector (Vector)
vector_floor : vector (Vector)
vector_max : vector (Vector)
vector_min : vector (Vector)
vector_modulo : vector (Vector)
vector_multiply : vector (Vector)
vector_multiply_add : vector (Vector)
vector_sin : vector (Vector)
vector_snap : vector (Vector)
vector_subtract : vector (Vector)
vector_tan : vector (Vector)
vector_wrap : vector (Vector)
vertex_of_corner : vertex_index (Integer)
wrap : value (Float)
xnor : boolean (Boolean)
xor : boolean (Boolean)
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)