pynodes.nodes
#
Module Contents#
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API#
- pynodes.nodes.GeometryNodeAttributeStatistic(data_type='FLOAT', domain='POINT', geometry=None, selection=True, attribute=0.0, attribute_001=(0.0, 0.0, 0.0))#
data_type
:FLOAT
,FLOAT_VECTOR
domain
:POINT
,EDGE
,FACE
,CORNER
,CURVE
,INSTANCE
Inputs:#
#0 geometry: Geometry = None
#1 selection: Boolean = True
#2 attribute: Float = 0.0
#3 attribute_001: Vector = (0.0, 0.0, 0.0)
Outputs:#
#0 mean: Float = 0.0
#1 median: Float = 0.0
#2 sum: Float = 0.0
#3 min: Float = 0.0
#4 max: Float = 0.0
#5 range: Float = 0.0
#6 standard_deviation: Float = 0.0
#7 variance: Float = 0.0
#8 mean_001: Vector = (0.0, 0.0, 0.0)
#9 median_001: Vector = (0.0, 0.0, 0.0)
#10 sum_001: Vector = (0.0, 0.0, 0.0)
#11 min_001: Vector = (0.0, 0.0, 0.0)
#12 max_001: Vector = (0.0, 0.0, 0.0)
#13 range_001: Vector = (0.0, 0.0, 0.0)
#14 standard_deviation_001: Vector = (0.0, 0.0, 0.0)
#15 variance_001: Vector = (0.0, 0.0, 0.0)
- pynodes.nodes.GeometryNodeAttributeDomainSize(component='MESH', geometry=None)#
component
:MESH
,POINTCLOUD
,CURVE
,INSTANCES
Inputs:#
#0 geometry: Geometry = None
Outputs:#
#0 point_count: Integer = 0
#1 edge_count: Integer = 0
#2 face_count: Integer = 0
#3 face_corner_count: Integer = 0
#4 spline_count: Integer = 0
#5 instance_count: Integer = 0
- pynodes.nodes.GeometryNodeBlurAttribute(data_type='FLOAT', value_float=0.0, value_int=0, value_vector=(0.0, 0.0, 0.0), value_color=(0.0, 0.0, 0.0, 0.0), iterations=1, weight=1.0)#
data_type
:FLOAT
,INT
,FLOAT_VECTOR
,FLOAT_COLOR
Inputs:#
#0 value_float: Float = 0.0
#1 value_int: Integer = 0
#2 value_vector: Vector = (0.0, 0.0, 0.0)
#3 value_color: Color = (0.0, 0.0, 0.0, 0.0)
#4 iterations: Integer = 1
#5 weight: Float = 1.0
Outputs:#
#0 value_float: Float = 0.0
#1 value_int: Integer = 0
#2 value_vector: Vector = (0.0, 0.0, 0.0)
#3 value_color: Color = (0.0, 0.0, 0.0, 0.0)
- pynodes.nodes.GeometryNodeCaptureAttribute(data_type='FLOAT', domain='POINT', geometry=None, value=(0.0, 0.0, 0.0), value_001=0.0, value_002=(0.0, 0.0, 0.0, 0.0), value_003=False, value_004=0)#
data_type
:FLOAT
,INT
,FLOAT_VECTOR
,FLOAT_COLOR
,BOOLEAN
domain
:POINT
,EDGE
,FACE
,CORNER
,CURVE
,INSTANCE
Inputs:#
#0 geometry: Geometry = None
#1 value: Vector = (0.0, 0.0, 0.0)
#2 value_001: Float = 0.0
#3 value_002: Color = (0.0, 0.0, 0.0, 0.0)
#4 value_003: Boolean = False
#5 value_004: Integer = 0
Outputs:#
#0 geometry: Geometry = None
#1 attribute: Vector = (0.0, 0.0, 0.0)
#2 attribute_001: Float = 0.0
#3 attribute_002: Color = (0.0, 0.0, 0.0, 0.0)
#4 attribute_003: Boolean = False
#5 attribute_004: Integer = 0
- pynodes.nodes.GeometryNodeRemoveAttribute(geometry=None, name='')#
Inputs:#
#0 geometry: Geometry = None
#1 name: String = ''
Outputs:#
#0 geometry: Geometry = None
- pynodes.nodes.GeometryNodeStoreNamedAttribute(data_type='FLOAT', domain='POINT', geometry=None, selection=True, name='', value_vector=(0.0, 0.0, 0.0), value_float=0.0, value_color=(0.0, 0.0, 0.0, 0.0), value_bool=False, value_int=0)#
data_type
:FLOAT
,INT
,FLOAT_VECTOR
,FLOAT_COLOR
,BYTE_COLOR
,BOOLEAN
,FLOAT2
domain
:POINT
,EDGE
,FACE
,CORNER
,CURVE
,INSTANCE
Inputs:#
#0 geometry: Geometry = None
#1 selection: Boolean = True
#2 name: String = ''
#3 value_vector: Vector = (0.0, 0.0, 0.0)
#4 value_float: Float = 0.0
#5 value_color: Color = (0.0, 0.0, 0.0, 0.0)
#6 value_bool: Boolean = False
#7 value_int: Integer = 0
Outputs:#
#0 geometry: Geometry = None
- pynodes.nodes.FunctionNodeInputVector(vector=(0.0, 0.0, 0.0))#
Outputs:#
#0 vector: Vector = (0.0, 0.0, 0.0)
- pynodes.nodes.GeometryNodeCollectionInfo(transform_space='ORIGINAL', collection=None, separate_children=False, reset_children=False)#
transform_space
:ORIGINAL
,RELATIVE
Inputs:#
#0 collection: Collection = None
#1 separate_children: Boolean = False
#2 reset_children: Boolean = False
Outputs:#
#0 instances: Geometry = None
- pynodes.nodes.GeometryNodeImageInfo(image=None, frame=0)#
Inputs:#
#0 image: Image = None
#1 frame: Integer = 0
Outputs:#
#0 width: Integer = 0
#1 height: Integer = 0
#2 has_alpha: Boolean = False
#3 frame_count: Integer = 0
#4 fps: Float = 0.0
- pynodes.nodes.GeometryNodeObjectInfo(transform_space='ORIGINAL', object=None, as_instance=False)#
transform_space
:ORIGINAL
,RELATIVE
Inputs:#
#0 object: Object = None
#1 as_instance: Boolean = False
Outputs:#
#0 location: Vector = (0.0, 0.0, 0.0)
#1 rotation: Vector = (0.0, 0.0, 0.0)
#2 scale: Vector = (0.0, 0.0, 0.0)
#3 geometry: Geometry = None
- pynodes.nodes.GeometryNodeViewer(data_type='FLOAT', domain='AUTO', geometry=None, value=0.0, value_001=(0.0, 0.0, 0.0), value_002=(0.0, 0.0, 0.0, 0.0), value_003=0, value_004=False)#
data_type
:FLOAT
,INT
,FLOAT_VECTOR
,FLOAT_COLOR
,BOOLEAN
domain
:AUTO
,POINT
,EDGE
,FACE
,CORNER
,CURVE
,INSTANCE
Inputs:#
#0 geometry: Geometry = None
#1 value: Float = 0.0
#2 value_001: Vector = (0.0, 0.0, 0.0)
#3 value_002: Color = (0.0, 0.0, 0.0, 0.0)
#4 value_003: Integer = 0
#5 value_004: Boolean = False
- pynodes.nodes.GeometryNodeInputNamedAttribute(data_type='FLOAT', name='')#
data_type
:FLOAT
,INT
,FLOAT_VECTOR
,FLOAT_COLOR
,BOOLEAN
Inputs:#
#0 name: String = ''
Outputs:#
#0 attribute_vector: Vector = (0.0, 0.0, 0.0)
#1 attribute_float: Float = 0.0
#2 attribute_color: Color = (0.0, 0.0, 0.0, 0.0)
#3 attribute_bool: Boolean = False
#4 attribute_int: Integer = 0
#5 exists: Boolean = False
- pynodes.nodes.GeometryNodeSetID(geometry=None, selection=True, id=None)#
Inputs:#
#0 geometry: Geometry = None
#1 selection: Boolean = True
#2 id: Integer = 0
Outputs:#
#0 geometry: Geometry = None
- pynodes.nodes.GeometryNodeSetPosition(geometry=None, selection=True, position=None, offset=(0.0, 0.0, 0.0))#
Inputs:#
#0 geometry: Geometry = None
#1 selection: Boolean = True
#2 position: Vector = (0.0, 0.0, 0.0)
#3 offset: Vector = (0.0, 0.0, 0.0)
Outputs:#
#0 geometry: Geometry = None
- pynodes.nodes.GeometryNodeProximity(target_element='FACES', target=None, source_position=None)#
target_element
:FACES
,POINTS
,EDGES
Inputs:#
#0 target: Geometry = None
#1 source_position: Vector = (0.0, 0.0, 0.0)
Outputs:#
#0 position: Vector = (0.0, 0.0, 0.0)
#1 distance: Float = 0.0
- pynodes.nodes.GeometryNodeRaycast(data_type='FLOAT', mapping='INTERPOLATED', target_geometry=None, attribute=(0.0, 0.0, 0.0), attribute_001=0.0, attribute_002=(0.0, 0.0, 0.0, 0.0), attribute_003=False, attribute_004=0, source_position=None, ray_direction=(0.0, 0.0, -1.0), ray_length=100.0)#
data_type
:FLOAT
,INT
,FLOAT_VECTOR
,FLOAT_COLOR
,BOOLEAN
mapping
:INTERPOLATED
,NEAREST
Inputs:#
#0 target_geometry: Geometry = None
#1 attribute: Vector = (0.0, 0.0, 0.0)
#2 attribute_001: Float = 0.0
#3 attribute_002: Color = (0.0, 0.0, 0.0, 0.0)
#4 attribute_003: Boolean = False
#5 attribute_004: Integer = 0
#6 source_position: Vector = (0.0, 0.0, 0.0)
#7 ray_direction: Vector = (0.0, 0.0, -1.0)
#8 ray_length: Float = 100.0
Outputs:#
#0 is_hit: Boolean = False
#1 hit_position: Vector = (0.0, 0.0, 0.0)
#2 hit_normal: Vector = (0.0, 0.0, 0.0)
#3 hit_distance: Float = 0.0
#4 attribute: Vector = (0.0, 0.0, 0.0)
#5 attribute_001: Float = 0.0
#6 attribute_002: Color = (0.0, 0.0, 0.0, 0.0)
#7 attribute_003: Boolean = False
#8 attribute_004: Integer = 0
- pynodes.nodes.GeometryNodeSampleIndex(data_type='FLOAT', domain='POINT', clamp=False, geometry=None, value_float=0.0, value_int=0, value_vector=(0.0, 0.0, 0.0), value_color=(0.0, 0.0, 0.0, 0.0), value_bool=False, index=0)#
data_type
:FLOAT
,INT
,FLOAT_VECTOR
,FLOAT_COLOR
,BOOLEAN
domain
:POINT
,EDGE
,FACE
,CORNER
,CURVE
,INSTANCE
Inputs:#
#0 geometry: Geometry = None
#1 value_float: Float = 0.0
#2 value_int: Integer = 0
#3 value_vector: Vector = (0.0, 0.0, 0.0)
#4 value_color: Color = (0.0, 0.0, 0.0, 0.0)
#5 value_bool: Boolean = False
#6 index: Integer = 0
Outputs:#
#0 value_float: Float = 0.0
#1 value_int: Integer = 0
#2 value_vector: Vector = (0.0, 0.0, 0.0)
#3 value_color: Color = (0.0, 0.0, 0.0, 0.0)
#4 value_bool: Boolean = False
- pynodes.nodes.GeometryNodeSampleNearest(domain='POINT', geometry=None, sample_position=None)#
domain
:POINT
,EDGE
,FACE
,CORNER
Inputs:#
#0 geometry: Geometry = None
#1 sample_position: Vector = (0.0, 0.0, 0.0)
Outputs:#
#0 index: Integer = 0
- pynodes.nodes.GeometryNodeBoundBox(geometry=None)#
Inputs:#
#0 geometry: Geometry = None
Outputs:#
#0 bounding_box: Geometry = None
#1 min: Vector = (0.0, 0.0, 0.0)
#2 max: Vector = (0.0, 0.0, 0.0)
- pynodes.nodes.GeometryNodeConvexHull(geometry=None)#
Inputs:#
#0 geometry: Geometry = None
Outputs:#
#0 convex_hull: Geometry = None
- pynodes.nodes.GeometryNodeDeleteGeometry(domain='POINT', mode='ALL', geometry=None, selection=True)#
domain
:POINT
,EDGE
,FACE
,CURVE
,INSTANCE
mode
:ALL
,EDGE_FACE
,ONLY_FACE
Inputs:#
#0 geometry: Geometry = None
#1 selection: Boolean = True
Outputs:#
#0 geometry: Geometry = None
- pynodes.nodes.GeometryNodeDuplicateElements(domain='POINT', geometry=None, selection=True, amount=1)#
domain
:POINT
,EDGE
,FACE
,SPLINE
,INSTANCE
Inputs:#
#0 geometry: Geometry = None
#1 selection: Boolean = True
#2 amount: Integer = 1
Outputs:#
#0 geometry: Geometry = None
#1 duplicate_index: Integer = 0
- pynodes.nodes.GeometryNodeMergeByDistance(mode='ALL', geometry=None, selection=True, distance=0.001)#
mode
:ALL
,CONNECTED
Inputs:#
#0 geometry: Geometry = None
#1 selection: Boolean = True
#2 distance: Float = 0.001
Outputs:#
#0 geometry: Geometry = None
- pynodes.nodes.GeometryNodeTransform(geometry=None, translation=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), scale=(1.0, 1.0, 1.0))#
Inputs:#
#0 geometry: Geometry = None
#1 translation: Vector = (0.0, 0.0, 0.0)
#2 rotation: Vector = (0.0, 0.0, 0.0)
#3 scale: Vector = (1.0, 1.0, 1.0)
Outputs:#
#0 geometry: Geometry = None
- pynodes.nodes.GeometryNodeSeparateComponents(geometry=None)#
Inputs:#
#0 geometry: Geometry = None
Outputs:#
#0 mesh: Geometry = None
#1 curve: Geometry = None
#2 point_cloud: Geometry = None
#3 volume: Geometry = None
#4 instances: Geometry = None
- pynodes.nodes.GeometryNodeSeparateGeometry(domain='POINT', geometry=None, selection=True)#
domain
:POINT
,EDGE
,FACE
,CURVE
,INSTANCE
Inputs:#
#0 geometry: Geometry = None
#1 selection: Boolean = True
Outputs:#
#0 selection: Geometry = None
#1 inverted: Geometry = None
- pynodes.nodes.GeometryNodeJoinGeometry(geometry=None)#
Inputs:#
#0 geometry: Geometry = None
Outputs:#
#0 geometry: Geometry = None
- pynodes.nodes.GeometryNodeGeometryToInstance(geometry=None)#
Inputs:#
#0 geometry: Geometry = None
Outputs:#
#0 instances: Geometry = None
- pynodes.nodes.GeometryNodeInputCurveHandlePositions(relative=False)#
Inputs:#
#0 relative: Boolean = False
Outputs:#
#0 left: Vector = (0.0, 0.0, 0.0)
#1 right: Vector = (0.0, 0.0, 0.0)
- pynodes.nodes.GeometryNodeCurveLength(curve=None)#
Inputs:#
#0 curve: Geometry = None
Outputs:#
#0 length: Float = 0.0
- pynodes.nodes.GeometryNodeCurveEndpointSelection(start_size=1, end_size=1)#
Inputs:#
#0 start_size: Integer = 1
#1 end_size: Integer = 1
Outputs:#
#0 selection: Boolean = False
- pynodes.nodes.GeometryNodeCurveHandleTypeSelection(handle_type='AUTO', mode={'RIGHT', 'LEFT'})#
handle_type
:AUTO
,FREE
,VECTOR
,ALIGN
Outputs:#
#0 selection: Boolean = False
- pynodes.nodes.GeometryNodeSplineLength()#
Outputs:#
#0 length: Float = 0.0
#1 point_count: Integer = 0
- pynodes.nodes.GeometryNodeSplineParameter()#
Outputs:#
#0 factor: Float = 0.0
#1 length: Float = 0.0
#2 index: Integer = 0
- pynodes.nodes.GeometryNodeSampleCurve(data_type='FLOAT', mode='FACTOR', use_all_curves=False, curves=None, value_float=0.0, value_int=0, value_vector=(0.0, 0.0, 0.0), value_color=(0.0, 0.0, 0.0, 0.0), value_bool=False, factor=0.0, length=0.0, curve_index=0)#
data_type
:FLOAT
,INT
,FLOAT_VECTOR
,FLOAT_COLOR
,BOOLEAN
mode
:FACTOR
,LENGTH
Inputs:#
#0 curves: Geometry = None
#1 value_float: Float = 0.0
#2 value_int: Integer = 0
#3 value_vector: Vector = (0.0, 0.0, 0.0)
#4 value_color: Color = (0.0, 0.0, 0.0, 0.0)
#5 value_bool: Boolean = False
#6 factor: Float = 0.0
#7 length: Float = 0.0
#8 curve_index: Integer = 0
Outputs:#
#0 value_float: Float = 0.0
#1 value_int: Integer = 0
#2 value_vector: Vector = (0.0, 0.0, 0.0)
#3 value_color: Color = (0.0, 0.0, 0.0, 0.0)
#4 value_bool: Boolean = False
#5 position: Vector = (0.0, 0.0, 0.0)
#6 tangent: Vector = (0.0, 0.0, 0.0)
#7 normal: Vector = (0.0, 0.0, 0.0)
- pynodes.nodes.GeometryNodeSetCurveNormal(mode='MINIMUM_TWIST', curve=None, selection=True)#
mode
:MINIMUM_TWIST
,Z_UP
Inputs:#
#0 curve: Geometry = None
#1 selection: Boolean = True
Outputs:#
#0 curve: Geometry = None
- pynodes.nodes.GeometryNodeSetCurveRadius(curve=None, selection=True, radius=0.005)#
Inputs:#
#0 curve: Geometry = None
#1 selection: Boolean = True
#2 radius: Float = 0.005
Outputs:#
#0 curve: Geometry = None
- pynodes.nodes.GeometryNodeSetCurveTilt(curve=None, selection=True, tilt=math.radians(0.0))#
Inputs:#
#0 curve: Geometry = None
#1 selection: Boolean = True
#2 tilt: Float = math.radians(0.0)
Outputs:#
#0 curve: Geometry = None
- pynodes.nodes.GeometryNodeSetCurveHandlePositions(mode='LEFT', curve=None, selection=True, position=None, offset=(0.0, 0.0, 0.0))#
mode
:LEFT
,RIGHT
Inputs:#
#0 curve: Geometry = None
#1 selection: Boolean = True
#2 position: Vector = (0.0, 0.0, 0.0)
#3 offset: Vector = (0.0, 0.0, 0.0)
Outputs:#
#0 curve: Geometry = None
- pynodes.nodes.GeometryNodeCurveSetHandles(handle_type='AUTO', mode={'RIGHT', 'LEFT'}, curve=None, selection=True)#
handle_type
:AUTO
,FREE
,VECTOR
,ALIGN
Inputs:#
#0 curve: Geometry = None
#1 selection: Boolean = True
Outputs:#
#0 curve: Geometry = None
- pynodes.nodes.GeometryNodeSetSplineCyclic(geometry=None, selection=True, cyclic=False)#
Inputs:#
#0 geometry: Geometry = None
#1 selection: Boolean = True
#2 cyclic: Boolean = False
Outputs:#
#0 geometry: Geometry = None
- pynodes.nodes.GeometryNodeSetSplineResolution(geometry=None, selection=True, resolution=12)#
Inputs:#
#0 geometry: Geometry = None
#1 selection: Boolean = True
#2 resolution: Integer = 12
Outputs:#
#0 geometry: Geometry = None
- pynodes.nodes.GeometryNodeCurveSplineType(spline_type='POLY', curve=None, selection=True)#
spline_type
:POLY
,CATMULL_ROM
,BEZIER
,NURBS
Inputs:#
#0 curve: Geometry = None
#1 selection: Boolean = True
Outputs:#
#0 curve: Geometry = None
- pynodes.nodes.GeometryNodeCurveToMesh(curve=None, profile_curve=None, fill_caps=False)#
Inputs:#
#0 curve: Geometry = None
#1 profile_curve: Geometry = None
#2 fill_caps: Boolean = False
Outputs:#
#0 mesh: Geometry = None
- pynodes.nodes.GeometryNodeCurveToPoints(mode='COUNT', curve=None, count=10, length=0.1)#
mode
:COUNT
,EVALUATED
,LENGTH
Inputs:#
#0 curve: Geometry = None
#1 count: Integer = 10
#2 length: Float = 0.1
Outputs:#
#0 points: Geometry = None
#1 tangent: Vector = (0.0, 0.0, 0.0)
#2 normal: Vector = (0.0, 0.0, 0.0)
#3 rotation: Vector = (0.0, 0.0, 0.0)
- pynodes.nodes.GeometryNodeDeformCurvesOnSurface(curves=None)#
Inputs:#
#0 curves: Geometry = None
Outputs:#
#0 curves: Geometry = None
- pynodes.nodes.GeometryNodeFillCurve(mode='TRIANGLES', curve=None)#
mode
:TRIANGLES
,NGONS
Inputs:#
#0 curve: Geometry = None
Outputs:#
#0 mesh: Geometry = None
- pynodes.nodes.GeometryNodeFilletCurve(mode='BEZIER', curve=None, count=1, radius=0.25, limit_radius=False)#
mode
:BEZIER
,POLY
Inputs:#
#0 curve: Geometry = None
#1 count: Integer = 1
#2 radius: Float = 0.25
#3 limit_radius: Boolean = False
Outputs:#
#0 curve: Geometry = None
- pynodes.nodes.GeometryNodeInterpolateCurves(guide_curves=None, guide_up=(0.0, 0.0, 0.0), guide_group_id=0, points=None, point_up=(0.0, 0.0, 0.0), point_group_id=0, max_neighbors=4)#
Inputs:#
#0 guide_curves: Geometry = None
#1 guide_up: Vector = (0.0, 0.0, 0.0)
#2 guide_group_id: Integer = 0
#3 points: Geometry = None
#4 point_up: Vector = (0.0, 0.0, 0.0)
#5 point_group_id: Integer = 0
#6 max_neighbors: Integer = 4
Outputs:#
#0 curves: Geometry = None
#1 closest_index: Integer = 0
#2 closest_weight: Float = 0.0
- pynodes.nodes.GeometryNodeResampleCurve(mode='COUNT', curve=None, selection=True, count=10, length=0.1)#
mode
:COUNT
,EVALUATED
,LENGTH
Inputs:#
#0 curve: Geometry = None
#1 selection: Boolean = True
#2 count: Integer = 10
#3 length: Float = 0.1
Outputs:#
#0 curve: Geometry = None
- pynodes.nodes.GeometryNodeReverseCurve(curve=None, selection=True)#
Inputs:#
#0 curve: Geometry = None
#1 selection: Boolean = True
Outputs:#
#0 curve: Geometry = None
- pynodes.nodes.GeometryNodeSubdivideCurve(curve=None, cuts=1)#
Inputs:#
#0 curve: Geometry = None
#1 cuts: Integer = 1
Outputs:#
#0 curve: Geometry = None
- pynodes.nodes.GeometryNodeTrimCurve(mode='FACTOR', curve=None, selection=True, start=0.0, end=1.0, start_001=0.0, end_001=1.0)#
mode
:FACTOR
,LENGTH
Inputs:#
#0 curve: Geometry = None
#1 selection: Boolean = True
#2 start: Float = 0.0
#3 end: Float = 1.0
#4 start_001: Float = 0.0
#5 end_001: Float = 1.0
Outputs:#
#0 curve: Geometry = None
- pynodes.nodes.GeometryNodeCurveArc(mode='RADIUS', resolution=16, start=(-1.0, 0.0, 0.0), middle=(0.0, 2.0, 0.0), end=(1.0, 0.0, 0.0), radius=1.0, start_angle=math.radians(0.0), sweep_angle=math.radians(315.0), offset_angle=math.radians(0.0), connect_center=False, invert_arc=False)#
mode
:RADIUS
,POINTS
Inputs:#
#0 resolution: Integer = 16
#1 start: Vector = (-1.0, 0.0, 0.0)
#2 middle: Vector = (0.0, 2.0, 0.0)
#3 end: Vector = (1.0, 0.0, 0.0)
#4 radius: Float = 1.0
#5 start_angle: Float = math.radians(0.0)
#6 sweep_angle: Float = math.radians(315.0)
#7 offset_angle: Float = math.radians(0.0)
#8 connect_center: Boolean = False
#9 invert_arc: Boolean = False
Outputs:#
#0 curve: Geometry = None
#1 center: Vector = (0.0, 0.0, 0.0)
#2 normal: Vector = (0.0, 0.0, 0.0)
#3 radius: Float = 0.0
- pynodes.nodes.GeometryNodeCurvePrimitiveBezierSegment(mode='POSITION', resolution=16, start=(-1.0, 0.0, 0.0), start_handle=(-0.5, 0.5, 0.0), end_handle=(0.0, 0.0, 0.0), end=(1.0, 0.0, 0.0))#
mode
:POSITION
,OFFSET
Inputs:#
#0 resolution: Integer = 16
#1 start: Vector = (-1.0, 0.0, 0.0)
#2 start_handle: Vector = (-0.5, 0.5, 0.0)
#3 end_handle: Vector = (0.0, 0.0, 0.0)
#4 end: Vector = (1.0, 0.0, 0.0)
Outputs:#
#0 curve: Geometry = None
- pynodes.nodes.GeometryNodeCurvePrimitiveCircle(mode='RADIUS', resolution=32, point_1=(-1.0, 0.0, 0.0), point_2=(0.0, 1.0, 0.0), point_3=(1.0, 0.0, 0.0), radius=1.0)#
mode
:RADIUS
,POINTS
Inputs:#
#0 resolution: Integer = 32
#1 point_1: Vector = (-1.0, 0.0, 0.0)
#2 point_2: Vector = (0.0, 1.0, 0.0)
#3 point_3: Vector = (1.0, 0.0, 0.0)
#4 radius: Float = 1.0
Outputs:#
#0 curve: Geometry = None
#1 center: Vector = (0.0, 0.0, 0.0)
- pynodes.nodes.GeometryNodeCurvePrimitiveLine(mode='POINTS', start=(0.0, 0.0, 0.0), end=(0.0, 0.0, 1.0), direction=(0.0, 0.0, 1.0), length=1.0)#
mode
:POINTS
,DIRECTION
Inputs:#
#0 start: Vector = (0.0, 0.0, 0.0)
#1 end: Vector = (0.0, 0.0, 1.0)
#2 direction: Vector = (0.0, 0.0, 1.0)
#3 length: Float = 1.0
Outputs:#
#0 curve: Geometry = None
- pynodes.nodes.GeometryNodeCurveSpiral(resolution=32, rotations=2.0, start_radius=1.0, end_radius=2.0, height=2.0, reverse=False)#
Inputs:#
#0 resolution: Integer = 32
#1 rotations: Float = 2.0
#2 start_radius: Float = 1.0
#3 end_radius: Float = 2.0
#4 height: Float = 2.0
#5 reverse: Boolean = False
Outputs:#
#0 curve: Geometry = None
- pynodes.nodes.GeometryNodeCurveQuadraticBezier(resolution=16, start=(-1.0, 0.0, 0.0), middle=(0.0, 2.0, 0.0), end=(1.0, 0.0, 0.0))#
Inputs:#
#0 resolution: Integer = 16
#1 start: Vector = (-1.0, 0.0, 0.0)
#2 middle: Vector = (0.0, 2.0, 0.0)
#3 end: Vector = (1.0, 0.0, 0.0)
Outputs:#
#0 curve: Geometry = None
- pynodes.nodes.GeometryNodeCurvePrimitiveQuadrilateral(mode='RECTANGLE', width=2.0, height=2.0, bottom_width=4.0, top_width=2.0, offset=1.0, bottom_height=3.0, top_height=1.0, point_1=(-1.0, -1.0, 0.0), point_2=(1.0, -1.0, 0.0), point_3=(1.0, 1.0, 0.0), point_4=(-1.0, 1.0, 0.0))#
mode
:RECTANGLE
,PARALLELOGRAM
,TRAPEZOID
,KITE
,POINTS
Inputs:#
#0 width: Float = 2.0
#1 height: Float = 2.0
#2 bottom_width: Float = 4.0
#3 top_width: Float = 2.0
#4 offset: Float = 1.0
#5 bottom_height: Float = 3.0
#6 top_height: Float = 1.0
#7 point_1: Vector = (-1.0, -1.0, 0.0)
#8 point_2: Vector = (1.0, -1.0, 0.0)
#9 point_3: Vector = (1.0, 1.0, 0.0)
#10 point_4: Vector = (-1.0, 1.0, 0.0)
Outputs:#
#0 curve: Geometry = None
- pynodes.nodes.GeometryNodeCurveStar(points=8, inner_radius=1.0, outer_radius=2.0, twist=math.radians(0.0))#
Inputs:#
#0 points: Integer = 8
#1 inner_radius: Float = 1.0
#2 outer_radius: Float = 2.0
#3 twist: Float = math.radians(0.0)
Outputs:#
#0 curve: Geometry = None
#1 outer_points: Boolean = False
- pynodes.nodes.GeometryNodeCurveOfPoint(point_index=None)#
Inputs:#
#0 point_index: Integer = 0
Outputs:#
#0 curve_index: Integer = 0
#1 index_in_curve: Integer = 0
- pynodes.nodes.GeometryNodeOffsetPointInCurve(point_index=None, offset=0)#
Inputs:#
#0 point_index: Integer = 0
#1 offset: Integer = 0
Outputs:#
#0 is_valid_offset: Boolean = False
#1 point_index: Integer = 0
- pynodes.nodes.GeometryNodePointsOfCurve(curve_index=None, weights=0.0, sort_index=0)#
Inputs:#
#0 curve_index: Integer = 0
#1 weights: Float = 0.0
#2 sort_index: Integer = 0
Outputs:#
#0 point_index: Integer = 0
#1 total: Integer = 0
- pynodes.nodes.GeometryNodeInstanceOnPoints(points=None, selection=True, instance=None, pick_instance=False, instance_index=None, rotation=(0.0, 0.0, 0.0), scale=(1.0, 1.0, 1.0))#
Inputs:#
#0 points: Geometry = None
#1 selection: Boolean = True
#2 instance: Geometry = None
#3 pick_instance: Boolean = False
#4 instance_index: Integer = 0
#5 rotation: Vector = (0.0, 0.0, 0.0)
#6 scale: Vector = (1.0, 1.0, 1.0)
Outputs:#
#0 instances: Geometry = None
- pynodes.nodes.GeometryNodeInstancesToPoints(instances=None, selection=True, position=None, radius=0.05)#
Inputs:#
#0 instances: Geometry = None
#1 selection: Boolean = True
#2 position: Vector = (0.0, 0.0, 0.0)
#3 radius: Float = 0.05
Outputs:#
#0 points: Geometry = None
- pynodes.nodes.GeometryNodeRotateInstances(instances=None, selection=True, rotation=(0.0, 0.0, 0.0), pivot_point=(0.0, 0.0, 0.0), local_space=True)#
Inputs:#
#0 instances: Geometry = None
#1 selection: Boolean = True
#2 rotation: Vector = (0.0, 0.0, 0.0)
#3 pivot_point: Vector = (0.0, 0.0, 0.0)
#4 local_space: Boolean = True
Outputs:#
#0 instances: Geometry = None
- pynodes.nodes.GeometryNodeScaleInstances(instances=None, selection=True, scale=(1.0, 1.0, 1.0), center=(0.0, 0.0, 0.0), local_space=True)#
Inputs:#
#0 instances: Geometry = None
#1 selection: Boolean = True
#2 scale: Vector = (1.0, 1.0, 1.0)
#3 center: Vector = (0.0, 0.0, 0.0)
#4 local_space: Boolean = True
Outputs:#
#0 instances: Geometry = None
- pynodes.nodes.GeometryNodeTranslateInstances(instances=None, selection=True, translation=(0.0, 0.0, 0.0), local_space=True)#
Inputs:#
#0 instances: Geometry = None
#1 selection: Boolean = True
#2 translation: Vector = (0.0, 0.0, 0.0)
#3 local_space: Boolean = True
Outputs:#
#0 instances: Geometry = None
- pynodes.nodes.GeometryNodeRealizeInstances(legacy_behavior=False, geometry=None)#
Inputs:#
#0 geometry: Geometry = None
Outputs:#
#0 geometry: Geometry = None
- pynodes.nodes.GeometryNodeInputMeshEdgeAngle()#
Outputs:#
#0 unsigned_angle: Float = 0.0
#1 signed_angle: Float = 0.0
- pynodes.nodes.GeometryNodeInputMeshEdgeVertices()#
Outputs:#
#0 vertex_index_1: Integer = 0
#1 vertex_index_2: Integer = 0
#2 position_1: Vector = (0.0, 0.0, 0.0)
#3 position_2: Vector = (0.0, 0.0, 0.0)
- pynodes.nodes.GeometryNodeEdgesToFaceGroups(boundary_edges=True)#
Inputs:#
#0 boundary_edges: Boolean = True
Outputs:#
#0 face_group_id: Integer = 0
- pynodes.nodes.GeometryNodeInputMeshFaceNeighbors()#
Outputs:#
#0 vertex_count: Integer = 0
#1 face_count: Integer = 0
- pynodes.nodes.GeometryNodeMeshFaceSetBoundaries(face_set=0)#
Inputs:#
#0 face_set: Integer = 0
Outputs:#
#0 boundary_edges: Boolean = False
- pynodes.nodes.GeometryNodeInputMeshFaceIsPlanar(threshold=0.01)#
Inputs:#
#0 threshold: Float = 0.01
Outputs:#
#0 planar: Boolean = False
- pynodes.nodes.GeometryNodeInputMeshIsland()#
Outputs:#
#0 island_index: Integer = 0
#1 island_count: Integer = 0
- pynodes.nodes.GeometryNodeInputShortestEdgePaths(end_vertex=False, edge_cost=1.0)#
Inputs:#
#0 end_vertex: Boolean = False
#1 edge_cost: Float = 1.0
Outputs:#
#0 next_vertex_index: Integer = 0
#1 total_cost: Float = 0.0
- pynodes.nodes.GeometryNodeInputMeshVertexNeighbors()#
Outputs:#
#0 vertex_count: Integer = 0
#1 face_count: Integer = 0
- pynodes.nodes.GeometryNodeSampleNearestSurface(data_type='FLOAT', mesh=None, value_float=0.0, value_int=0, value_vector=(0.0, 0.0, 0.0), value_color=(0.0, 0.0, 0.0, 0.0), value_bool=False, sample_position=None)#
data_type
:FLOAT
,INT
,FLOAT_VECTOR
,FLOAT_COLOR
,BOOLEAN
Inputs:#
#0 mesh: Geometry = None
#1 value_float: Float = 0.0
#2 value_int: Integer = 0
#3 value_vector: Vector = (0.0, 0.0, 0.0)
#4 value_color: Color = (0.0, 0.0, 0.0, 0.0)
#5 value_bool: Boolean = False
#6 sample_position: Vector = (0.0, 0.0, 0.0)
Outputs:#
#0 value_float: Float = 0.0
#1 value_int: Integer = 0
#2 value_vector: Vector = (0.0, 0.0, 0.0)
#3 value_color: Color = (0.0, 0.0, 0.0, 0.0)
#4 value_bool: Boolean = False
- pynodes.nodes.GeometryNodeSampleUVSurface(data_type='FLOAT', mesh=None, value_float=0.0, value_int=0, value_vector=(0.0, 0.0, 0.0), value_color=(0.0, 0.0, 0.0, 0.0), value_bool=False, source_uv_map=(0.0, 0.0, 0.0), sample_uv=(0.0, 0.0, 0.0))#
data_type
:FLOAT
,INT
,FLOAT_VECTOR
,FLOAT_COLOR
,BOOLEAN
Inputs:#
#0 mesh: Geometry = None
#1 value_float: Float = 0.0
#2 value_int: Integer = 0
#3 value_vector: Vector = (0.0, 0.0, 0.0)
#4 value_color: Color = (0.0, 0.0, 0.0, 0.0)
#5 value_bool: Boolean = False
#6 source_uv_map: Vector = (0.0, 0.0, 0.0)
#7 sample_uv: Vector = (0.0, 0.0, 0.0)
Outputs:#
#0 value_float: Float = 0.0
#1 value_int: Integer = 0
#2 value_vector: Vector = (0.0, 0.0, 0.0)
#3 value_color: Color = (0.0, 0.0, 0.0, 0.0)
#4 value_bool: Boolean = False
#5 is_valid: Boolean = False
- pynodes.nodes.GeometryNodeSetShadeSmooth(domain='FACE', geometry=None, selection=True, shade_smooth=True)#
Properties#
domain
(New in Blender 4.0):FACE
,EDGE
Inputs:#
#0 geometry: Geometry = None
#1 selection: Boolean = True
#2 shade_smooth: Boolean = True
Outputs:#
#0 geometry: Geometry = None
- pynodes.nodes.GeometryNodeDualMesh(mesh=None, keep_boundaries=False)#
Inputs:#
#0 mesh: Geometry = None
#1 keep_boundaries: Boolean = False
Outputs:#
#0 dual_mesh: Geometry = None
- pynodes.nodes.GeometryNodeEdgePathsToCurves(mesh=None, start_vertices=True, next_vertex_index=-1)#
Inputs:#
#0 mesh: Geometry = None
#1 start_vertices: Boolean = True
#2 next_vertex_index: Integer = -1
Outputs:#
#0 curves: Geometry = None
- pynodes.nodes.GeometryNodeEdgePathsToSelection(start_vertices=True, next_vertex_index=-1)#
Inputs:#
#0 start_vertices: Boolean = True
#1 next_vertex_index: Integer = -1
Outputs:#
#0 selection: Boolean = False
- pynodes.nodes.GeometryNodeExtrudeMesh(mode='FACES', mesh=None, selection=True, offset=None, offset_scale=1.0, individual=True)#
mode
:FACES
,VERTICES
,EDGES
Inputs:#
#0 mesh: Geometry = None
#1 selection: Boolean = True
#2 offset: Vector = (0.0, 0.0, 0.0)
#3 offset_scale: Float = 1.0
#4 individual: Boolean = True
Outputs:#
#0 mesh: Geometry = None
#1 top: Boolean = False
#2 side: Boolean = False
- pynodes.nodes.GeometryNodeFlipFaces(mesh=None, selection=True)#
Inputs:#
#0 mesh: Geometry = None
#1 selection: Boolean = True
Outputs:#
#0 mesh: Geometry = None
- pynodes.nodes.GeometryNodeMeshBoolean(operation='DIFFERENCE', mesh_1=None, mesh_2=None, self_intersection=False, hole_tolerant=False)#
operation
:DIFFERENCE
,INTERSECT
,UNION
Inputs:#
#0 mesh_1: Geometry = None
#1 mesh_2: Geometry = None
#2 self_intersection: Boolean = False
#3 hole_tolerant: Boolean = False
Outputs:#
#0 mesh: Geometry = None
#1 intersecting_edges: Boolean = False
- pynodes.nodes.GeometryNodeMeshToCurve(mesh=None, selection=True)#
Inputs:#
#0 mesh: Geometry = None
#1 selection: Boolean = True
Outputs:#
#0 curve: Geometry = None
- pynodes.nodes.GeometryNodeMeshToPoints(mode='VERTICES', mesh=None, selection=True, position=None, radius=0.05)#
mode
:VERTICES
,EDGES
,FACES
,CORNERS
Inputs:#
#0 mesh: Geometry = None
#1 selection: Boolean = True
#2 position: Vector = (0.0, 0.0, 0.0)
#3 radius: Float = 0.05
Outputs:#
#0 points: Geometry = None
- pynodes.nodes.GeometryNodeMeshToVolume(resolution_mode='VOXEL_AMOUNT', mesh=None, density=1.0, voxel_size=0.3, voxel_amount=64.0, exterior_band_width=0.1, interior_band_width=0.0, fill_volume=True)#
resolution_mode
:VOXEL_AMOUNT
,VOXEL_SIZE
Inputs:#
#0 mesh: Geometry = None
#1 density: Float = 1.0
#2 voxel_size: Float = 0.3
#3 voxel_amount: Float = 64.0
#4 exterior_band_width: Float = 0.1
#5 interior_band_width: Float = 0.0
#6 fill_volume: Boolean = True
Outputs:#
#0 volume: Geometry = None
- pynodes.nodes.GeometryNodeScaleElements(domain='FACE', scale_mode='UNIFORM', geometry=None, selection=True, scale=1.0, center=None, axis=(1.0, 0.0, 0.0))#
domain
:FACE
,EDGE
scale_mode
:UNIFORM
,SINGLE_AXIS
Inputs:#
#0 geometry: Geometry = None
#1 selection: Boolean = True
#2 scale: Float = 1.0
#3 center: Vector = (0.0, 0.0, 0.0)
#4 axis: Vector = (1.0, 0.0, 0.0)
Outputs:#
#0 geometry: Geometry = None
- pynodes.nodes.GeometryNodeSplitEdges(mesh=None, selection=True)#
Inputs:#
#0 mesh: Geometry = None
#1 selection: Boolean = True
Outputs:#
#0 mesh: Geometry = None
- pynodes.nodes.GeometryNodeSubdivideMesh(mesh=None, level=1)#
Inputs:#
#0 mesh: Geometry = None
#1 level: Integer = 1
Outputs:#
#0 mesh: Geometry = None
- pynodes.nodes.GeometryNodeSubdivisionSurface(boundary_smooth='ALL', uv_smooth='PRESERVE_BOUNDARIES', mesh=None, level=1, edge_crease=0.0, vertex_crease=0.0)#
boundary_smooth
:ALL
,PRESERVE_CORNERS
uv_smooth
:PRESERVE_BOUNDARIES
,NONE
,PRESERVE_CORNERS
,PRESERVE_CORNERS_AND_JUNCTIONS
,PRESERVE_CORNERS_JUNCTIONS_AND_CONCAVE
,SMOOTH_ALL
Inputs:#
#0 mesh: Geometry = None
#1 level: Integer = 1
#2 edge_crease: Float = 0.0
#3 vertex_crease: Float = 0.0
Outputs:#
#0 mesh: Geometry = None
- pynodes.nodes.GeometryNodeTriangulate(ngon_method='BEAUTY', quad_method='SHORTEST_DIAGONAL', mesh=None, selection=True, minimum_vertices=4)#
ngon_method
:BEAUTY
,CLIP
quad_method
:SHORTEST_DIAGONAL
,BEAUTY
,FIXED
,FIXED_ALTERNATE
,LONGEST_DIAGONAL
Inputs:#
#0 mesh: Geometry = None
#1 selection: Boolean = True
#2 minimum_vertices: Integer = 4
Outputs:#
#0 mesh: Geometry = None
- pynodes.nodes.GeometryNodeMeshCone(fill_type='NGON', vertices=32, side_segments=1, fill_segments=1, radius_top=0.0, radius_bottom=1.0, depth=2.0)#
fill_type
:NGON
,NONE
,TRIANGLE_FAN
Inputs:#
#0 vertices: Integer = 32
#1 side_segments: Integer = 1
#2 fill_segments: Integer = 1
#3 radius_top: Float = 0.0
#4 radius_bottom: Float = 1.0
#5 depth: Float = 2.0
Outputs:#
#0 mesh: Geometry = None
#1 top: Boolean = False
#2 bottom: Boolean = False
#3 side: Boolean = False
#4 uv_map: Vector = (0.0, 0.0, 0.0)
- pynodes.nodes.GeometryNodeMeshCube(size=(1.0, 1.0, 1.0), vertices_x=2, vertices_y=2, vertices_z=2)#
Inputs:#
#0 size: Vector = (1.0, 1.0, 1.0)
#1 vertices_x: Integer = 2
#2 vertices_y: Integer = 2
#3 vertices_z: Integer = 2
Outputs:#
#0 mesh: Geometry = None
#1 uv_map: Vector = (0.0, 0.0, 0.0)
- pynodes.nodes.GeometryNodeMeshCylinder(fill_type='NGON', vertices=32, side_segments=1, fill_segments=1, radius=1.0, depth=2.0)#
fill_type
:NGON
,NONE
,TRIANGLE_FAN
Inputs:#
#0 vertices: Integer = 32
#1 side_segments: Integer = 1
#2 fill_segments: Integer = 1
#3 radius: Float = 1.0
#4 depth: Float = 2.0
Outputs:#
#0 mesh: Geometry = None
#1 top: Boolean = False
#2 side: Boolean = False
#3 bottom: Boolean = False
#4 uv_map: Vector = (0.0, 0.0, 0.0)
- pynodes.nodes.GeometryNodeMeshGrid(size_x=1.0, size_y=1.0, vertices_x=3, vertices_y=3)#
Inputs:#
#0 size_x: Float = 1.0
#1 size_y: Float = 1.0
#2 vertices_x: Integer = 3
#3 vertices_y: Integer = 3
Outputs:#
#0 mesh: Geometry = None
#1 uv_map: Vector = (0.0, 0.0, 0.0)
- pynodes.nodes.GeometryNodeMeshIcoSphere(radius=1.0, subdivisions=1)#
Inputs:#
#0 radius: Float = 1.0
#1 subdivisions: Integer = 1
Outputs:#
#0 mesh: Geometry = None
#1 uv_map: Vector = (0.0, 0.0, 0.0)
- pynodes.nodes.GeometryNodeMeshCircle(fill_type='NONE', vertices=32, radius=1.0)#
fill_type
:NONE
,NGON
,TRIANGLE_FAN
Inputs:#
#0 vertices: Integer = 32
#1 radius: Float = 1.0
Outputs:#
#0 mesh: Geometry = None
- pynodes.nodes.GeometryNodeMeshLine(count_mode='TOTAL', mode='OFFSET', count=10, resolution=1.0, start_location=(0.0, 0.0, 0.0), offset=(0.0, 0.0, 1.0))#
count_mode
:TOTAL
,RESOLUTION
mode
:OFFSET
,END_POINTS
Inputs:#
#0 count: Integer = 10
#1 resolution: Float = 1.0
#2 start_location: Vector = (0.0, 0.0, 0.0)
#3 offset: Vector = (0.0, 0.0, 1.0)
Outputs:#
#0 mesh: Geometry = None
- pynodes.nodes.GeometryNodeMeshUVSphere(segments=32, rings=16, radius=1.0)#
Inputs:#
#0 segments: Integer = 32
#1 rings: Integer = 16
#2 radius: Float = 1.0
Outputs:#
#0 mesh: Geometry = None
#1 uv_map: Vector = (0.0, 0.0, 0.0)
- pynodes.nodes.GeometryNodeCornersOfFace(face_index=None, weights=0.0, sort_index=0)#
Inputs:#
#0 face_index: Integer = 0
#1 weights: Float = 0.0
#2 sort_index: Integer = 0
Outputs:#
#0 corner_index: Integer = 0
#1 total: Integer = 0
- pynodes.nodes.GeometryNodeCornersOfVertex(vertex_index=None, weights=0.0, sort_index=0)#
Inputs:#
#0 vertex_index: Integer = 0
#1 weights: Float = 0.0
#2 sort_index: Integer = 0
Outputs:#
#0 corner_index: Integer = 0
#1 total: Integer = 0
- pynodes.nodes.GeometryNodeEdgesOfCorner(corner_index=None)#
Inputs:#
#0 corner_index: Integer = 0
Outputs:#
#0 next_edge_index: Integer = 0
#1 previous_edge_index: Integer = 0
- pynodes.nodes.GeometryNodeEdgesOfVertex(vertex_index=None, weights=0.0, sort_index=0)#
Inputs:#
#0 vertex_index: Integer = 0
#1 weights: Float = 0.0
#2 sort_index: Integer = 0
Outputs:#
#0 edge_index: Integer = 0
#1 total: Integer = 0
- pynodes.nodes.GeometryNodeFaceOfCorner(corner_index=None)#
Inputs:#
#0 corner_index: Integer = 0
Outputs:#
#0 face_index: Integer = 0
#1 index_in_face: Integer = 0
- pynodes.nodes.GeometryNodeOffsetCornerInFace(corner_index=None, offset=0)#
Inputs:#
#0 corner_index: Integer = 0
#1 offset: Integer = 0
Outputs:#
#0 corner_index: Integer = 0
- pynodes.nodes.GeometryNodeVertexOfCorner(corner_index=None)#
Inputs:#
#0 corner_index: Integer = 0
Outputs:#
#0 vertex_index: Integer = 0
- pynodes.nodes.GeometryNodeUVPackIslands(uv=(0.0, 0.0, 0.0), selection=True, margin=0.001, rotate=True)#
Inputs:#
#0 uv: Vector = (0.0, 0.0, 0.0)
#1 selection: Boolean = True
#2 margin: Float = 0.001
#3 rotate: Boolean = True
Outputs:#
#0 uv: Vector = (0.0, 0.0, 0.0)
- pynodes.nodes.GeometryNodeUVUnwrap(method='ANGLE_BASED', selection=True, seam=False, margin=0.001, fill_holes=True)#
method
:ANGLE_BASED
,CONFORMAL
Inputs:#
#0 selection: Boolean = True
#1 seam: Boolean = False
#2 margin: Float = 0.001
#3 fill_holes: Boolean = True
Outputs:#
#0 uv: Vector = (0.0, 0.0, 0.0)
- pynodes.nodes.GeometryNodeDistributePointsInVolume(mode='DENSITY_RANDOM', volume=None, density=1.0, seed=0, spacing=(0.3, 0.3, 0.3), threshold=0.1)#
mode
:DENSITY_RANDOM
,DENSITY_GRID
Inputs:#
#0 volume: Geometry = None
#1 density: Float = 1.0
#2 seed: Integer = 0
#3 spacing: Vector = (0.3, 0.3, 0.3)
#4 threshold: Float = 0.1
Outputs:#
#0 points: Geometry = None
- pynodes.nodes.GeometryNodeDistributePointsOnFaces(distribute_method='RANDOM', use_legacy_normal=False, mesh=None, selection=True, distance_min=0.0, density_max=10.0, density=10.0, density_factor=1.0, seed=0)#
distribute_method
:RANDOM
,POISSON
Inputs:#
#0 mesh: Geometry = None
#1 selection: Boolean = True
#2 distance_min: Float = 0.0
#3 density_max: Float = 10.0
#4 density: Float = 10.0
#5 density_factor: Float = 1.0
#6 seed: Integer = 0
Outputs:#
#0 points: Geometry = None
#1 normal: Vector = (0.0, 0.0, 0.0)
#2 rotation: Vector = (0.0, 0.0, 0.0)
- pynodes.nodes.GeometryNodePoints(count=1, position=(0.0, 0.0, 0.0), radius=0.1)#
Inputs:#
#0 count: Integer = 1
#1 position: Vector = (0.0, 0.0, 0.0)
#2 radius: Float = 0.1
Outputs:#
#0 geometry: Geometry = None
- pynodes.nodes.GeometryNodePointsToVertices(points=None, selection=True)#
Inputs:#
#0 points: Geometry = None
#1 selection: Boolean = True
Outputs:#
#0 mesh: Geometry = None
- pynodes.nodes.GeometryNodePointsToVolume(resolution_mode='VOXEL_AMOUNT', points=None, density=1.0, voxel_size=0.3, voxel_amount=64.0, radius=0.5)#
resolution_mode
:VOXEL_AMOUNT
,VOXEL_SIZE
Inputs:#
#0 points: Geometry = None
#1 density: Float = 1.0
#2 voxel_size: Float = 0.3
#3 voxel_amount: Float = 64.0
#4 radius: Float = 0.5
Outputs:#
#0 volume: Geometry = None
- pynodes.nodes.GeometryNodeSetPointRadius(points=None, selection=True, radius=0.05)#
Inputs:#
#0 points: Geometry = None
#1 selection: Boolean = True
#2 radius: Float = 0.05
Outputs:#
#0 points: Geometry = None
- pynodes.nodes.GeometryNodeVolumeCube(density=1.0, background=0.0, min=(-1.0, -1.0, -1.0), max=(1.0, 1.0, 1.0), resolution_x=32, resolution_y=32, resolution_z=32)#
Inputs:#
#0 density: Float = 1.0
#1 background: Float = 0.0
#2 min: Vector = (-1.0, -1.0, -1.0)
#3 max: Vector = (1.0, 1.0, 1.0)
#4 resolution_x: Integer = 32
#5 resolution_y: Integer = 32
#6 resolution_z: Integer = 32
Outputs:#
#0 volume: Geometry = None
- pynodes.nodes.GeometryNodeVolumeToMesh(resolution_mode='GRID', volume=None, voxel_size=0.3, voxel_amount=64.0, threshold=0.1, adaptivity=0.0)#
resolution_mode
:GRID
,VOXEL_AMOUNT
,VOXEL_SIZE
Inputs:#
#0 volume: Geometry = None
#1 voxel_size: Float = 0.3
#2 voxel_amount: Float = 64.0
#3 threshold: Float = 0.1
#4 adaptivity: Float = 0.0
Outputs:#
#0 mesh: Geometry = None
- pynodes.nodes.GeometryNodeReplaceMaterial(geometry=None, old=None, new=None)#
Inputs:#
#0 geometry: Geometry = None
#1 old: Material = None
#2 new: Material = None
Outputs:#
#0 geometry: Geometry = None
- pynodes.nodes.GeometryNodeMaterialSelection(material=None)#
Inputs:#
#0 material: Material = None
Outputs:#
#0 selection: Boolean = False
- pynodes.nodes.GeometryNodeSetMaterial(geometry=None, selection=True, material=None)#
Inputs:#
#0 geometry: Geometry = None
#1 selection: Boolean = True
#2 material: Material = None
Outputs:#
#0 geometry: Geometry = None
- pynodes.nodes.GeometryNodeSetMaterialIndex(geometry=None, selection=True, material_index=0)#
Inputs:#
#0 geometry: Geometry = None
#1 selection: Boolean = True
#2 material_index: Integer = 0
Outputs:#
#0 geometry: Geometry = None
- pynodes.nodes.ShaderNodeTexBrick(offset=0.5, offset_frequency=2, squash=1.0, squash_frequency=2, vector=None, color1=(0.8, 0.8, 0.8, 1.0), color2=(0.2, 0.2, 0.2, 1.0), mortar=(0.0, 0.0, 0.0, 1.0), scale=5.0, mortar_size=0.02, mortar_smooth=0.1, bias=0.0, brick_width=0.5, row_height=0.25)#
Inputs:#
#0 vector: Vector = (0.0, 0.0, 0.0)
#1 color1: Color = (0.8, 0.8, 0.8, 1.0)
#2 color2: Color = (0.2, 0.2, 0.2, 1.0)
#3 mortar: Color = (0.0, 0.0, 0.0, 1.0)
#4 scale: Float = 5.0
#5 mortar_size: Float = 0.02
#6 mortar_smooth: Float = 0.1
#7 bias: Float = 0.0
#8 brick_width: Float = 0.5
#9 row_height: Float = 0.25
Outputs:#
#0 color: Color = (0.0, 0.0, 0.0, 0.0)
#1 fac: Float = 0.0
- pynodes.nodes.ShaderNodeTexChecker(vector=None, color1=(0.8, 0.8, 0.8, 1.0), color2=(0.2, 0.2, 0.2, 1.0), scale=5.0)#
Inputs:#
#0 vector: Vector = (0.0, 0.0, 0.0)
#1 color1: Color = (0.8, 0.8, 0.8, 1.0)
#2 color2: Color = (0.2, 0.2, 0.2, 1.0)
#3 scale: Float = 5.0
Outputs:#
#0 color: Color = (0.0, 0.0, 0.0, 0.0)
#1 fac: Float = 0.0
- pynodes.nodes.ShaderNodeTexGradient(gradient_type='LINEAR', vector=None)#
gradient_type
:LINEAR
,QUADRATIC
,EASING
,DIAGONAL
,SPHERICAL
,QUADRATIC_SPHERE
,RADIAL
Inputs:#
#0 vector: Vector = (0.0, 0.0, 0.0)
Outputs:#
#0 color: Color = (0.0, 0.0, 0.0, 0.0)
#1 fac: Float = 0.0
- pynodes.nodes.GeometryNodeImageTexture(extension='REPEAT', interpolation='Linear', image=None, vector=None, frame=0)#
extension
:REPEAT
,EXTEND
,CLIP
,MIRROR
interpolation
:Linear
,Closest
,Cubic
Inputs:#
#0 image: Image = None
#1 vector: Vector = (0.0, 0.0, 0.0)
#2 frame: Integer = 0
Outputs:#
#0 color: Color = (0.0, 0.0, 0.0, 0.0)
#1 alpha: Float = 0.0
- pynodes.nodes.ShaderNodeTexMagic(turbulence_depth=2, vector=None, scale=5.0, distortion=1.0)#
Inputs:#
#0 vector: Vector = (0.0, 0.0, 0.0)
#1 scale: Float = 5.0
#2 distortion: Float = 1.0
Outputs:#
#0 color: Color = (0.0, 0.0, 0.0, 0.0)
#1 fac: Float = 0.0
- pynodes.nodes.ShaderNodeTexMusgrave(musgrave_dimensions='3D', musgrave_type='FBM', vector=None, w=0.0, scale=5.0, detail=2.0, dimension=2.0, lacunarity=2.0, offset=0.0, gain=1.0)#
musgrave_dimensions
:3D
,1D
,2D
,4D
musgrave_type
:FBM
,MULTIFRACTAL
,RIDGED_MULTIFRACTAL
,HYBRID_MULTIFRACTAL
,HETERO_TERRAIN
Inputs:#
#0 vector: Vector = (0.0, 0.0, 0.0)
#1 w: Float = 0.0
#2 scale: Float = 5.0
#3 detail: Float = 2.0
#4 dimension: Float = 2.0
#5 lacunarity: Float = 2.0
#6 offset: Float = 0.0
#7 gain: Float = 1.0
Outputs:#
#0 fac: Float = 0.0
- pynodes.nodes.ShaderNodeTexNoise(noise_dimensions='3D', vector=None, w=0.0, scale=5.0, detail=2.0, roughness=0.5, lacunarity=2.0, distortion=0.0)#
noise_dimensions
:3D
,1D
,2D
,4D
Inputs:#
#0 vector: Vector = (0.0, 0.0, 0.0)
#1 w: Float = 0.0
#2 scale: Float = 5.0
#3 detail: Float = 2.0
#4 roughness: Float = 0.5
#5 lacunarity: Float = 2.0
#6 distortion: Float = 0.0
Outputs:#
#0 fac: Float = 0.0
#1 color: Color = (0.0, 0.0, 0.0, 0.0)
- pynodes.nodes.ShaderNodeTexVoronoi(distance='EUCLIDEAN', feature='F1', voronoi_dimensions='3D', vector=None, w=0.0, scale=5.0, smoothness=1.0, exponent=0.5, randomness=1.0)#
distance
:EUCLIDEAN
,MANHATTAN
,CHEBYCHEV
,MINKOWSKI
feature
:F1
,F2
,SMOOTH_F1
,DISTANCE_TO_EDGE
,N_SPHERE_RADIUS
voronoi_dimensions
:3D
,1D
,2D
,4D
Inputs:#
#0 vector: Vector = (0.0, 0.0, 0.0)
#1 w: Float = 0.0
#2 scale: Float = 5.0
#3 smoothness: Float = 1.0
#4 exponent: Float = 0.5
#5 randomness: Float = 1.0
Outputs:#
#0 distance: Float = 0.0
#1 color: Color = (0.0, 0.0, 0.0, 0.0)
#2 position: Vector = (0.0, 0.0, 0.0)
#3 w: Float = 0.0
#4 radius: Float = 0.0
- pynodes.nodes.ShaderNodeTexWave(bands_direction='X', rings_direction='X', wave_profile='SIN', wave_type='BANDS', vector=None, scale=5.0, distortion=0.0, detail=2.0, detail_scale=1.0, detail_roughness=0.5, phase_offset=0.0)#
bands_direction
:X
,Y
,Z
,DIAGONAL
rings_direction
:X
,Y
,Z
,SPHERICAL
wave_profile
:SIN
,SAW
,TRI
wave_type
:BANDS
,RINGS
Inputs:#
#0 vector: Vector = (0.0, 0.0, 0.0)
#1 scale: Float = 5.0
#2 distortion: Float = 0.0
#3 detail: Float = 2.0
#4 detail_scale: Float = 1.0
#5 detail_roughness: Float = 0.5
#6 phase_offset: Float = 0.0
Outputs:#
#0 color: Color = (0.0, 0.0, 0.0, 0.0)
#1 fac: Float = 0.0
- pynodes.nodes.ShaderNodeTexWhiteNoise(noise_dimensions='3D', vector=None, w=0.0)#
noise_dimensions
:3D
,1D
,2D
,4D
Inputs:#
#0 vector: Vector = (0.0, 0.0, 0.0)
#1 w: Float = 0.0
Outputs:#
#0 value: Float = 0.0
#1 color: Color = (0.0, 0.0, 0.0, 0.0)
- pynodes.nodes.ShaderNodeValToRGB(fac=0.5)#
Inputs:#
#0 fac: Float = 0.5
Outputs:#
#0 color: Color = (0.0, 0.0, 0.0, 0.0)
#1 alpha: Float = 0.0
- pynodes.nodes.FunctionNodeCombineColor(mode='RGB', red=0.0, green=0.0, blue=0.0, alpha=1.0)#
mode
:RGB
,HSV
,HSL
Inputs:#
#0 red: Float = 0.0
#1 green: Float = 0.0
#2 blue: Float = 0.0
#3 alpha: Float = 1.0
Outputs:#
#0 color: Color = (0.0, 0.0, 0.0, 0.0)
- pynodes.nodes.ShaderNodeMix(blend_type='MIX', data_type='FLOAT', factor_mode='UNIFORM', clamp_factor=True, clamp_result=False, factor_float=0.5, factor_vector=(0.5, 0.5, 0.5), a_float=0.0, b_float=0.0, a_vector=(0.0, 0.0, 0.0), b_vector=(0.0, 0.0, 0.0), a_color=(0.5, 0.5, 0.5, 1.0), b_color=(0.5, 0.5, 0.5, 1.0))#
blend_type
:MIX
,DARKEN
,MULTIPLY
,BURN
,LIGHTEN
,SCREEN
,DODGE
,ADD
,OVERLAY
,SOFT_LIGHT
,LINEAR_LIGHT
,DIFFERENCE
,EXCLUSION
,SUBTRACT
,DIVIDE
,HUE
,SATURATION
,COLOR
,VALUE
data_type
:FLOAT
,VECTOR
,RGBA
factor_mode
:UNIFORM
,NON_UNIFORM
Inputs:#
#0 factor_float: Float = 0.5
#1 factor_vector: Vector = (0.5, 0.5, 0.5)
#2 a_float: Float = 0.0
#3 b_float: Float = 0.0
#4 a_vector: Vector = (0.0, 0.0, 0.0)
#5 b_vector: Vector = (0.0, 0.0, 0.0)
#6 a_color: Color = (0.5, 0.5, 0.5, 1.0)
#7 b_color: Color = (0.5, 0.5, 0.5, 1.0)
Outputs:#
#0 result_float: Float = 0.0
#1 result_vector: Vector = (0.0, 0.0, 0.0)
#2 result_color: Color = (0.0, 0.0, 0.0, 0.0)
- pynodes.nodes.ShaderNodeRGBCurve(mapping=None, fac=1.0, color=(1.0, 1.0, 1.0, 1.0))#
Inputs:#
#0 fac: Float = 1.0
#1 color: Color = (1.0, 1.0, 1.0, 1.0)
Outputs:#
#0 color: Color = (0.0, 0.0, 0.0, 0.0)
- pynodes.nodes.FunctionNodeSeparateColor(mode='RGB', color=(1.0, 1.0, 1.0, 1.0))#
mode
:RGB
,HSV
,HSL
Inputs:#
#0 color: Color = (1.0, 1.0, 1.0, 1.0)
Outputs:#
#0 red: Float = 0.0
#1 green: Float = 0.0
#2 blue: Float = 0.0
#3 alpha: Float = 0.0
- pynodes.nodes.GeometryNodeStringJoin(delimiter='', strings='')#
Inputs:#
#0 delimiter: String = ''
#1 strings: String = ''
Outputs:#
#0 string: String = ""
- pynodes.nodes.FunctionNodeReplaceString(string='', find='', replace='')#
Inputs:#
#0 string: String = ''
#1 find: String = ''
#2 replace: String = ''
Outputs:#
#0 string: String = ""
- pynodes.nodes.FunctionNodeSliceString(string='', position=0, length=10)#
Inputs:#
#0 string: String = ''
#1 position: Integer = 0
#2 length: Integer = 10
Outputs:#
#0 string: String = ""
- pynodes.nodes.FunctionNodeInputSpecialCharacters()#
Outputs:#
#0 line_break: String = ""
#1 tab: String = ""
- pynodes.nodes.FunctionNodeStringLength(string='')#
Inputs:#
#0 string: String = ''
Outputs:#
#0 length: Integer = 0
- pynodes.nodes.GeometryNodeStringToCurves(align_x='LEFT', align_y='TOP_BASELINE', overflow='OVERFLOW', pivot_mode='BOTTOM_LEFT', font=None, string='', size=1.0, character_spacing=1.0, word_spacing=1.0, line_spacing=1.0, text_box_width=0.0, text_box_height=0.0)#
align_x
:LEFT
,CENTER
,RIGHT
,JUSTIFY
,FLUSH
align_y
:TOP_BASELINE
,TOP
,MIDDLE
,BOTTOM_BASELINE
,BOTTOM
overflow
:OVERFLOW
,SCALE_TO_FIT
,TRUNCATE
pivot_mode
:BOTTOM_LEFT
,MIDPOINT
,TOP_LEFT
,TOP_CENTER
,TOP_RIGHT
,BOTTOM_CENTER
,BOTTOM_RIGHT
Inputs:#
#0 string: String = ''
#1 size: Float = 1.0
#2 character_spacing: Float = 1.0
#3 word_spacing: Float = 1.0
#4 line_spacing: Float = 1.0
#5 text_box_width: Float = 0.0
#6 text_box_height: Float = 0.0
Outputs:#
#0 curve_instances: Geometry = None
#1 remainder: String = ""
#2 line: Integer = 0
#3 pivot_point: Vector = (0.0, 0.0, 0.0)
- pynodes.nodes.FunctionNodeValueToString(value=0.0, decimals=0)#
Inputs:#
#0 value: Float = 0.0
#1 decimals: Integer = 0
Outputs:#
#0 string: String = ""
- pynodes.nodes.ShaderNodeCombineXYZ(x=0.0, y=0.0, z=0.0)#
Inputs:#
#0 x: Float = 0.0
#1 y: Float = 0.0
#2 z: Float = 0.0
Outputs:#
#0 vector: Vector = (0.0, 0.0, 0.0)
- pynodes.nodes.ShaderNodeSeparateXYZ(vector=(0.0, 0.0, 0.0))#
Inputs:#
#0 vector: Vector = (0.0, 0.0, 0.0)
Outputs:#
#0 x: Float = 0.0
#1 y: Float = 0.0
#2 z: Float = 0.0
- pynodes.nodes.ShaderNodeVectorCurve(mapping=None, fac=1.0, vector=(0.0, 0.0, 0.0))#
Inputs:#
#0 fac: Float = 1.0
#1 vector: Vector = (0.0, 0.0, 0.0)
Outputs:#
#0 vector: Vector = (0.0, 0.0, 0.0)
- pynodes.nodes.ShaderNodeVectorMath(operation='ADD', vector=(0.0, 0.0, 0.0), vector_001=(0.0, 0.0, 0.0), vector_002=(0.0, 0.0, 0.0), scale=1.0)#
operation
:ADD
,SUBTRACT
,MULTIPLY
,DIVIDE
,MULTIPLY_ADD
,CROSS_PRODUCT
,PROJECT
,REFLECT
,REFRACT
,FACEFORWARD
,DOT_PRODUCT
,DISTANCE
,LENGTH
,SCALE
,NORMALIZE
,ABSOLUTE
,MINIMUM
,MAXIMUM
,FLOOR
,CEIL
,FRACTION
,MODULO
,WRAP
,SNAP
,SINE
,COSINE
,TANGENT
Inputs:#
#0 vector: Vector = (0.0, 0.0, 0.0)
#1 vector_001: Vector = (0.0, 0.0, 0.0)
#2 vector_002: Vector = (0.0, 0.0, 0.0)
#3 scale: Float = 1.0
Outputs:#
#0 vector: Vector = (0.0, 0.0, 0.0)
#1 value: Float = 0.0
- pynodes.nodes.ShaderNodeVectorRotate(rotation_type='AXIS_ANGLE', invert=False, vector=(0.0, 0.0, 0.0), center=(0.0, 0.0, 0.0), axis=(0.0, 0.0, 1.0), angle=math.radians(0.0), rotation=(0.0, 0.0, 0.0))#
rotation_type
:AXIS_ANGLE
,X_AXIS
,Y_AXIS
,Z_AXIS
,EULER_XYZ
Inputs:#
#0 vector: Vector = (0.0, 0.0, 0.0)
#1 center: Vector = (0.0, 0.0, 0.0)
#2 axis: Vector = (0.0, 0.0, 1.0)
#3 angle: Float = math.radians(0.0)
#4 rotation: Vector = (0.0, 0.0, 0.0)
Outputs:#
#0 vector: Vector = (0.0, 0.0, 0.0)
- pynodes.nodes.GeometryNodeAccumulateField(data_type='FLOAT', domain='POINT', value_vector=(1.0, 1.0, 1.0), value_float=1.0, value_int=1, group_index=0)#
data_type
:FLOAT
,INT
,FLOAT_VECTOR
domain
:POINT
,EDGE
,FACE
,CORNER
,CURVE
,INSTANCE
Inputs:#
#0 value_vector: Vector = (1.0, 1.0, 1.0)
#1 value_float: Float = 1.0
#2 value_int: Integer = 1
#3 group_index: Integer = 0
Outputs:#
#0 leading_vector: Vector = (0.0, 0.0, 0.0)
#1 leading_float: Float = 0.0
#2 leading_int: Integer = 0
#3 trailing_vector: Vector = (0.0, 0.0, 0.0)
#4 trailing_float: Float = 0.0
#5 trailing_int: Integer = 0
#6 total_vector: Vector = (0.0, 0.0, 0.0)
#7 total_float: Float = 0.0
#8 total_int: Integer = 0
- pynodes.nodes.GeometryNodeFieldAtIndex(data_type='FLOAT', domain='POINT', index=0, value_float=0.0, value_int=0, value_vector=(0.0, 0.0, 0.0), value_color=(0.0, 0.0, 0.0, 0.0), value_bool=False)#
data_type
:FLOAT
,INT
,FLOAT_VECTOR
,FLOAT_COLOR
,BOOLEAN
domain
:POINT
,EDGE
,FACE
,CORNER
,CURVE
,INSTANCE
Inputs:#
#0 index: Integer = 0
#1 value_float: Float = 0.0
#2 value_int: Integer = 0
#3 value_vector: Vector = (0.0, 0.0, 0.0)
#4 value_color: Color = (0.0, 0.0, 0.0, 0.0)
#5 value_bool: Boolean = False
Outputs:#
#0 value_float: Float = 0.0
#1 value_int: Integer = 0
#2 value_vector: Vector = (0.0, 0.0, 0.0)
#3 value_color: Color = (0.0, 0.0, 0.0, 0.0)
#4 value_bool: Boolean = False
- pynodes.nodes.GeometryNodeFieldOnDomain(data_type='FLOAT', domain='POINT', value_float=0.0, value_int=0, value_vector=(0.0, 0.0, 0.0), value_color=(0.0, 0.0, 0.0, 0.0), value_bool=False)#
data_type
:FLOAT
,INT
,FLOAT_VECTOR
,FLOAT_COLOR
,BOOLEAN
domain
:POINT
,EDGE
,FACE
,CORNER
,CURVE
,INSTANCE
Inputs:#
#0 value_float: Float = 0.0
#1 value_int: Integer = 0
#2 value_vector: Vector = (0.0, 0.0, 0.0)
#3 value_color: Color = (0.0, 0.0, 0.0, 0.0)
#4 value_bool: Boolean = False
Outputs:#
#0 value_float: Float = 0.0
#1 value_int: Integer = 0
#2 value_vector: Vector = (0.0, 0.0, 0.0)
#3 value_color: Color = (0.0, 0.0, 0.0, 0.0)
#4 value_bool: Boolean = False
- pynodes.nodes.FunctionNodeBooleanMath(operation='AND', boolean=False, boolean_001=False)#
operation
:AND
,OR
,NOT
,NAND
,NOR
,XNOR
,XOR
,IMPLY
,NIMPLY
Inputs:#
#0 boolean: Boolean = False
#1 boolean_001: Boolean = False
Outputs:#
#0 boolean: Boolean = False
- pynodes.nodes.ShaderNodeClamp(clamp_type='MINMAX', value=1.0, min=0.0, max=1.0)#
clamp_type
:MINMAX
,RANGE
Inputs:#
#0 value: Float = 1.0
#1 min: Float = 0.0
#2 max: Float = 1.0
Outputs:#
#0 result: Float = 0.0
- pynodes.nodes.FunctionNodeCompare(data_type='FLOAT', mode='ELEMENT', operation='GREATER_THAN', a=0.0, b=0.0, a_int=0, b_int=0, a_vec3=(0.0, 0.0, 0.0), b_vec3=(0.0, 0.0, 0.0), a_col=(0.0, 0.0, 0.0, 0.0), b_col=(0.0, 0.0, 0.0, 0.0), a_str='', b_str='', c=0.9, angle=math.radians(5.0), epsilon=0.001)#
data_type
:FLOAT
,INT
,VECTOR
,STRING
,RGBA
mode
:ELEMENT
,LENGTH
,AVERAGE
,DOT_PRODUCT
,DIRECTION
operation
:GREATER_THAN
,LESS_THAN
,LESS_EQUAL
,GREATER_EQUAL
,EQUAL
,NOT_EQUAL
Inputs:#
#0 a: Float = 0.0
#1 b: Float = 0.0
#2 a_int: Integer = 0
#3 b_int: Integer = 0
#4 a_vec3: Vector = (0.0, 0.0, 0.0)
#5 b_vec3: Vector = (0.0, 0.0, 0.0)
#6 a_col: Color = (0.0, 0.0, 0.0, 0.0)
#7 b_col: Color = (0.0, 0.0, 0.0, 0.0)
#8 a_str: String = ''
#9 b_str: String = ''
#10 c: Float = 0.9
#11 angle: Float = math.radians(5.0)
#12 epsilon: Float = 0.001
Outputs:#
#0 result: Boolean = False
- pynodes.nodes.ShaderNodeFloatCurve(mapping=None, factor=1.0, value=1.0)#
Inputs:#
#0 factor: Float = 1.0
#1 value: Float = 1.0
Outputs:#
#0 value: Float = 0.0
- pynodes.nodes.FunctionNodeFloatToInt(rounding_mode='ROUND', float=0.0)#
rounding_mode
:ROUND
,FLOOR
,CEILING
,TRUNCATE
Inputs:#
#0 float: Float = 0.0
Outputs:#
#0 integer: Integer = 0
- pynodes.nodes.ShaderNodeMapRange(data_type='FLOAT', interpolation_type='LINEAR', clamp=True, value=1.0, from_min=0.0, from_max=1.0, to_min=0.0, to_max=1.0, steps=4.0, vector=(0.0, 0.0, 0.0), from_min_float3=(0.0, 0.0, 0.0), from_max_float3=(1.0, 1.0, 1.0), to_min_float3=(0.0, 0.0, 0.0), to_max_float3=(1.0, 1.0, 1.0), steps_float3=(4.0, 4.0, 4.0))#
data_type
:FLOAT
,FLOAT_VECTOR
interpolation_type
:LINEAR
,STEPPED
,SMOOTHSTEP
,SMOOTHERSTEP
Inputs:#
#0 value: Float = 1.0
#1 from_min: Float = 0.0
#2 from_max: Float = 1.0
#3 to_min: Float = 0.0
#4 to_max: Float = 1.0
#5 steps: Float = 4.0
#6 vector: Vector = (0.0, 0.0, 0.0)
#7 from_min_float3: Vector = (0.0, 0.0, 0.0)
#8 from_max_float3: Vector = (1.0, 1.0, 1.0)
#9 to_min_float3: Vector = (0.0, 0.0, 0.0)
#10 to_max_float3: Vector = (1.0, 1.0, 1.0)
#11 steps_float3: Vector = (4.0, 4.0, 4.0)
Outputs:#
#0 result: Float = 0.0
#1 vector: Vector = (0.0, 0.0, 0.0)
- pynodes.nodes.ShaderNodeMath(operation='ADD', use_clamp=False, value=0.5, value_001=0.5, value_002=0.5)#
operation
:ADD
,SUBTRACT
,MULTIPLY
,DIVIDE
,MULTIPLY_ADD
,POWER
,LOGARITHM
,SQRT
,INVERSE_SQRT
,ABSOLUTE
,EXPONENT
,MINIMUM
,MAXIMUM
,LESS_THAN
,GREATER_THAN
,SIGN
,COMPARE
,SMOOTH_MIN
,SMOOTH_MAX
,ROUND
,FLOOR
,CEIL
,TRUNC
,FRACT
,MODULO
,WRAP
,SNAP
,PINGPONG
,SINE
,COSINE
,TANGENT
,ARCSINE
,ARCCOSINE
,ARCTANGENT
,ARCTAN2
,SINH
,COSH
,TANH
,RADIANS
,DEGREES
Inputs:#
#0 value: Float = 0.5
#1 value_001: Float = 0.5
#2 value_002: Float = 0.5
Outputs:#
#0 value: Float = 0.0
- pynodes.nodes.FunctionNodeAlignEulerToVector(axis='X', pivot_axis='AUTO', rotation=(0.0, 0.0, 0.0), factor=1.0, vector=(0.0, 0.0, 1.0))#
axis
:X
,Y
,Z
pivot_axis
:AUTO
,X
,Y
,Z
Inputs:#
#0 rotation: Vector = (0.0, 0.0, 0.0)
#1 factor: Float = 1.0
#2 vector: Vector = (0.0, 0.0, 1.0)
Outputs:#
#0 rotation: Vector = (0.0, 0.0, 0.0)
- pynodes.nodes.FunctionNodeRotateEuler(space='OBJECT', type='EULER', rotation=(0.0, 0.0, 0.0), rotate_by=(0.0, 0.0, 0.0), axis=(0.0, 0.0, 1.0), angle=math.radians(0.0))#
space
:OBJECT
,LOCAL
type
:EULER
,AXIS_ANGLE
Inputs:#
#0 rotation: Vector = (0.0, 0.0, 0.0)
#1 rotate_by: Vector = (0.0, 0.0, 0.0)
#2 axis: Vector = (0.0, 0.0, 1.0)
#3 angle: Float = math.radians(0.0)
Outputs:#
#0 rotation: Vector = (0.0, 0.0, 0.0)
- pynodes.nodes.FunctionNodeRandomValue(data_type='FLOAT', min=(0.0, 0.0, 0.0), max=(1.0, 1.0, 1.0), min_001=0.0, max_001=1.0, min_002=0, max_002=100, probability=0.5, id=None, seed=0)#
data_type
:FLOAT
,INT
,FLOAT_VECTOR
,BOOLEAN
Inputs:#
#0 min: Vector = (0.0, 0.0, 0.0)
#1 max: Vector = (1.0, 1.0, 1.0)
#2 min_001: Float = 0.0
#3 max_001: Float = 1.0
#4 min_002: Integer = 0
#5 max_002: Integer = 100
#6 probability: Float = 0.5
#7 id: Integer = 0
#8 seed: Integer = 0
Outputs:#
#0 value: Vector = (0.0, 0.0, 0.0)
#1 value_001: Float = 0.0
#2 value_002: Integer = 0
#3 value_003: Boolean = False
- pynodes.nodes.GeometryNodeSwitch(input_type='GEOMETRY', switch=False, switch_001=False, false=0.0, true=0.0, false_001=0, true_001=0, false_002=False, true_002=True, false_003=(0.0, 0.0, 0.0), true_003=(0.0, 0.0, 0.0), false_004=(0.8, 0.8, 0.8, 1.0), true_004=(0.8, 0.8, 0.8, 1.0), false_005='', true_005='', false_006=None, true_006=None, false_007=None, true_007=None, false_008=None, true_008=None, false_009=None, true_009=None, false_010=None, true_010=None, false_011=None, true_011=None)#
input_type
:GEOMETRY
,FLOAT
,INT
,BOOLEAN
,VECTOR
,STRING
,RGBA
,OBJECT
,IMAGE
,COLLECTION
,TEXTURE
,MATERIAL
Inputs:#
#0 switch: Boolean = False
#1 switch_001: Boolean = False
#2 false: Float = 0.0
#3 true: Float = 0.0
#4 false_001: Integer = 0
#5 true_001: Integer = 0
#6 false_002: Boolean = False
#7 true_002: Boolean = True
#8 false_003: Vector = (0.0, 0.0, 0.0)
#9 true_003: Vector = (0.0, 0.0, 0.0)
#10 false_004: Color = (0.8, 0.8, 0.8, 1.0)
#11 true_004: Color = (0.8, 0.8, 0.8, 1.0)
#12 false_005: String = ''
#13 true_005: String = ''
#14 false_006: Geometry = None
#15 true_006: Geometry = None
#16 false_007: Object = None
#17 true_007: Object = None
#18 false_008: Collection = None
#19 true_008: Collection = None
#20 false_009: Texture = None
#21 true_009: Texture = None
#22 false_010: Material = None
#23 true_010: Material = None
#24 false_011: Image = None
#25 true_011: Image = None
Outputs:#
#0 output: Float = 0.0
#1 output_001: Integer = 0
#2 output_002: Boolean = False
#3 output_003: Vector = (0.0, 0.0, 0.0)
#4 output_004: Color = (0.0, 0.0, 0.0, 0.0)
#5 output_005: String = ""
#6 output_006: Geometry = None
#7 output_007: Object = None
#8 output_008: Collection = None
#9 output_009: Texture = None
#10 output_010: Material = None
#11 output_011: Image = None
- pynodes.nodes.ShaderNodeAmbientOcclusion(inside=False, only_local=False, samples=16, color=(1.0, 1.0, 1.0, 1.0), distance=1.0, normal=(0.0, 0.0, 0.0))#
Inputs:#
#0 color: Color = (1.0, 1.0, 1.0, 1.0)
#1 distance: Float = 1.0
#2 normal: Vector = (0.0, 0.0, 0.0)
Outputs:#
#0 color: Color = (0.0, 0.0, 0.0, 0.0)
#1 ao: Float = 0.0
- pynodes.nodes.ShaderNodeAttribute(attribute_type='GEOMETRY', attribute_name='')#
attribute_type
:GEOMETRY
,OBJECT
,INSTANCER
,VIEW_LAYER
Outputs:#
#0 color: Color = (0.0, 0.0, 0.0, 0.0)
#1 vector: Vector = (0.0, 0.0, 0.0)
#2 fac: Float = 0.0
#3 alpha: Float = 0.0
- pynodes.nodes.ShaderNodeBevel(samples=4, radius=0.05, normal=(0.0, 0.0, 0.0))#
Inputs:#
#0 radius: Float = 0.05
#1 normal: Vector = (0.0, 0.0, 0.0)
Outputs:#
#0 normal: Vector = (0.0, 0.0, 0.0)
- pynodes.nodes.ShaderNodeCameraData()#
Outputs:#
#0 view_vector: Vector = (0.0, 0.0, 0.0)
#1 view_z_depth: Float = 0.0
#2 view_distance: Float = 0.0
- pynodes.nodes.ShaderNodeFresnel(ior=1.45, normal=(0.0, 0.0, 0.0))#
Inputs:#
#0 ior: Float = 1.45
#1 normal: Vector = (0.0, 0.0, 0.0)
Outputs:#
#0 fac: Float = 0.0
- pynodes.nodes.ShaderNodeNewGeometry()#
Outputs:#
#0 position: Vector = (0.0, 0.0, 0.0)
#1 normal: Vector = (0.0, 0.0, 0.0)
#2 tangent: Vector = (0.0, 0.0, 0.0)
#3 true_normal: Vector = (0.0, 0.0, 0.0)
#4 incoming: Vector = (0.0, 0.0, 0.0)
#5 parametric: Vector = (0.0, 0.0, 0.0)
#6 backfacing: Float = 0.0
#7 pointiness: Float = 0.0
#8 random_per_island: Float = 0.0
- pynodes.nodes.ShaderNodeHairInfo()#
Outputs:#
#0 is_strand: Float = 0.0
#1 intercept: Float = 0.0
#2 length: Float = 0.0
#3 thickness: Float = 0.0
#4 tangent_normal: Vector = (0.0, 0.0, 0.0)
#5 random: Float = 0.0
- pynodes.nodes.ShaderNodeLayerWeight(blend=0.5, normal=(0.0, 0.0, 0.0))#
Inputs:#
#0 blend: Float = 0.5
#1 normal: Vector = (0.0, 0.0, 0.0)
Outputs:#
#0 fresnel: Float = 0.0
#1 facing: Float = 0.0
- pynodes.nodes.ShaderNodeLightPath()#
Outputs:#
#0 is_camera_ray: Float = 0.0
#1 is_shadow_ray: Float = 0.0
#2 is_diffuse_ray: Float = 0.0
#3 is_glossy_ray: Float = 0.0
#4 is_singular_ray: Float = 0.0
#5 is_reflection_ray: Float = 0.0
#6 is_transmission_ray: Float = 0.0
#7 ray_length: Float = 0.0
#8 ray_depth: Float = 0.0
#9 diffuse_depth: Float = 0.0
#10 glossy_depth: Float = 0.0
#11 transparent_depth: Float = 0.0
#12 transmission_depth: Float = 0.0
- pynodes.nodes.ShaderNodeObjectInfo()#
Outputs:#
#0 location: Vector = (0.0, 0.0, 0.0)
#1 color: Color = (0.0, 0.0, 0.0, 0.0)
#2 alpha: Float = 0.0
#3 object_index: Float = 0.0
#4 material_index: Float = 0.0
#5 random: Float = 0.0
- pynodes.nodes.ShaderNodeParticleInfo()#
Outputs:#
#0 index: Float = 0.0
#1 random: Float = 0.0
#2 age: Float = 0.0
#3 lifetime: Float = 0.0
#4 location: Vector = (0.0, 0.0, 0.0)
#5 size: Float = 0.0
#6 velocity: Vector = (0.0, 0.0, 0.0)
#7 angular_velocity: Vector = (0.0, 0.0, 0.0)
- pynodes.nodes.ShaderNodePointInfo()#
Outputs:#
#0 position: Vector = (0.0, 0.0, 0.0)
#1 radius: Float = 0.0
#2 random: Float = 0.0
- pynodes.nodes.ShaderNodeTangent(axis='Z', direction_type='RADIAL', uv_map='')#
axis
:Z
,X
,Y
direction_type
:RADIAL
,UV_MAP
Outputs:#
#0 tangent: Vector = (0.0, 0.0, 0.0)
- pynodes.nodes.ShaderNodeTexCoord(from_instancer=False, object=None)#
Outputs:#
#0 generated: Vector = (0.0, 0.0, 0.0)
#1 normal: Vector = (0.0, 0.0, 0.0)
#2 uv: Vector = (0.0, 0.0, 0.0)
#3 object: Vector = (0.0, 0.0, 0.0)
#4 camera: Vector = (0.0, 0.0, 0.0)
#5 window: Vector = (0.0, 0.0, 0.0)
#6 reflection: Vector = (0.0, 0.0, 0.0)
- pynodes.nodes.ShaderNodeUVMap(from_instancer=False, uv_map='')#
Outputs:#
#0 uv: Vector = (0.0, 0.0, 0.0)
- pynodes.nodes.ShaderNodeVertexColor(layer_name='')#
Outputs:#
#0 color: Color = (0.0, 0.0, 0.0, 0.0)
#1 alpha: Float = 0.0
- pynodes.nodes.ShaderNodeVolumeInfo()#
Outputs:#
#0 color: Color = (0.0, 0.0, 0.0, 0.0)
#1 density: Float = 0.0
#2 flame: Float = 0.0
#3 temperature: Float = 0.0
- pynodes.nodes.ShaderNodeWireframe(use_pixel_size=False, size=0.01)#
Inputs:#
#0 size: Float = 0.01
Outputs:#
#0 fac: Float = 0.0
- pynodes.nodes.ShaderNodeOutputAOV(color=(0.0, 0.0, 0.0, 1.0), value=0.0)#
Inputs:#
#0 color: Color = (0.0, 0.0, 0.0, 1.0)
#1 value: Float = 0.0
- pynodes.nodes.ShaderNodeOutputMaterial(target='ALL', is_active_output=True, surface=None, volume=None, displacement=(0.0, 0.0, 0.0), thickness=0.0)#
target
:ALL
,EEVEE
,CYCLES
Inputs:#
#0 surface: Shader = None
#1 volume: Shader = None
#2 displacement: Vector = (0.0, 0.0, 0.0)
#3 thickness: Float = 0.0
- pynodes.nodes.ShaderNodeOutputLight(target='ALL', is_active_output=True, surface=None)#
target
:ALL
,EEVEE
,CYCLES
Inputs:#
#0 surface: Shader = None
- pynodes.nodes.ShaderNodeOutputWorld(target='ALL', is_active_output=True, surface=None, volume=None)#
target
:ALL
,EEVEE
,CYCLES
Inputs:#
#0 surface: Shader = None
#1 volume: Shader = None
- pynodes.nodes.ShaderNodeAddShader(shader=None, shader_001=None)#
Inputs:#
#0 shader: Shader = None
#1 shader_001: Shader = None
Outputs:#
#0 shader: Shader = None
- pynodes.nodes.ShaderNodeBsdfAnisotropic(distribution='GGX', color=(0.8, 0.8, 0.8, 1.0), roughness=0.5, anisotropy=0.5, rotation=0.0, normal=(0.0, 0.0, 0.0), tangent=(0.0, 0.0, 0.0), weight=0.0)#
distribution
:GGX
,BECKMANN
,MULTI_GGX
,ASHIKHMIN_SHIRLEY
Inputs:#
#0 color: Color = (0.8, 0.8, 0.8, 1.0)
#1 roughness: Float = 0.5
#2 anisotropy: Float = 0.5
#3 rotation: Float = 0.0
#4 normal: Vector = (0.0, 0.0, 0.0)
#5 tangent: Vector = (0.0, 0.0, 0.0)
#6 weight: Float = 0.0
Outputs:#
#0 bsdf: Shader = None
- pynodes.nodes.ShaderNodeBackground(color=(0.8, 0.8, 0.8, 1.0), strength=1.0, weight=0.0)#
Inputs:#
#0 color: Color = (0.8, 0.8, 0.8, 1.0)
#1 strength: Float = 1.0
#2 weight: Float = 0.0
Outputs:#
#0 background: Shader = None
- pynodes.nodes.ShaderNodeBsdfDiffuse(color=(0.8, 0.8, 0.8, 1.0), roughness=0.0, normal=(0.0, 0.0, 0.0), weight=0.0)#
Inputs:#
#0 color: Color = (0.8, 0.8, 0.8, 1.0)
#1 roughness: Float = 0.0
#2 normal: Vector = (0.0, 0.0, 0.0)
#3 weight: Float = 0.0
Outputs:#
#0 bsdf: Shader = None
- pynodes.nodes.ShaderNodeEmission(color=(1.0, 1.0, 1.0, 1.0), strength=1.0, weight=0.0)#
Inputs:#
#0 color: Color = (1.0, 1.0, 1.0, 1.0)
#1 strength: Float = 1.0
#2 weight: Float = 0.0
Outputs:#
#0 emission: Shader = None
- pynodes.nodes.ShaderNodeBsdfGlass(distribution='BECKMANN', color=(1.0, 1.0, 1.0, 1.0), roughness=0.0, ior=1.45, normal=(0.0, 0.0, 0.0), weight=0.0)#
distribution
:BECKMANN
,SHARP
,GGX
,MULTI_GGX
Inputs:#
#0 color: Color = (1.0, 1.0, 1.0, 1.0)
#1 roughness: Float = 0.0
#2 ior: Float = 1.45
#3 normal: Vector = (0.0, 0.0, 0.0)
#4 weight: Float = 0.0
Outputs:#
#0 bsdf: Shader = None
- pynodes.nodes.ShaderNodeBsdfGlossy(distribution='GGX', color=(0.8, 0.8, 0.8, 1.0), roughness=0.5, normal=(0.0, 0.0, 0.0), weight=0.0)#
distribution
:GGX
,SHARP
,BECKMANN
,ASHIKHMIN_SHIRLEY
,MULTI_GGX
Inputs:#
#0 color: Color = (0.8, 0.8, 0.8, 1.0)
#1 roughness: Float = 0.5
#2 normal: Vector = (0.0, 0.0, 0.0)
#3 weight: Float = 0.0
Outputs:#
#0 bsdf: Shader = None
- pynodes.nodes.ShaderNodeBsdfHair(component='Reflection', color=(0.8, 0.8, 0.8, 1.0), offset=math.radians(0.0), roughnessu=0.1, roughnessv=1.0, tangent=(0.0, 0.0, 0.0), weight=0.0)#
component
:Reflection
,Transmission
Inputs:#
#0 color: Color = (0.8, 0.8, 0.8, 1.0)
#1 offset: Float = math.radians(0.0)
#2 roughnessu: Float = 0.1
#3 roughnessv: Float = 1.0
#4 tangent: Vector = (0.0, 0.0, 0.0)
#5 weight: Float = 0.0
Outputs:#
#0 bsdf: Shader = None
- pynodes.nodes.ShaderNodeHoldout(weight=0.0)#
Inputs:#
#0 weight: Float = 0.0
Outputs:#
#0 holdout: Shader = None
- pynodes.nodes.ShaderNodeMixShader(fac=0.5, shader=None, shader_001=None)#
Inputs:#
#0 fac: Float = 0.5
#1 shader: Shader = None
#2 shader_001: Shader = None
Outputs:#
#0 shader: Shader = None
- pynodes.nodes.ShaderNodeBsdfPrincipled(distribution='GGX', subsurface_method='RANDOM_WALK', base_color=(0.8, 0.8, 0.8, 1.0), subsurface=0.0, subsurface_radius=(1.0, 0.2, 0.1), subsurface_color=(0.8, 0.8, 0.8, 1.0), subsurface_ior=1.4, subsurface_anisotropy=0.0, metallic=0.0, specular=0.5, specular_tint=0.0, roughness=0.5, anisotropic=0.0, anisotropic_rotation=0.0, sheen=0.0, sheen_tint=0.5, clearcoat=0.0, clearcoat_roughness=0.03, ior=1.45, transmission=0.0, transmission_roughness=0.0, emission=(0.0, 0.0, 0.0, 1.0), emission_strength=1.0, alpha=1.0, normal=(0.0, 0.0, 0.0), clearcoat_normal=(0.0, 0.0, 0.0), tangent=(0.0, 0.0, 0.0), weight=0.0)#
distribution
:GGX
,MULTI_GGX
subsurface_method
:RANDOM_WALK
,BURLEY
,RANDOM_WALK_FIXED_RADIUS
Inputs:#
#0 base_color: Color = (0.8, 0.8, 0.8, 1.0)
#1 subsurface: Float = 0.0
#2 subsurface_radius: Vector = (1.0, 0.2, 0.1)
#3 subsurface_color: Color = (0.8, 0.8, 0.8, 1.0)
#4 subsurface_ior: Float = 1.4
#5 subsurface_anisotropy: Float = 0.0
#6 metallic: Float = 0.0
#7 specular: Float = 0.5
#8 specular_tint: Float = 0.0
#9 roughness: Float = 0.5
#10 anisotropic: Float = 0.0
#11 anisotropic_rotation: Float = 0.0
#12 sheen: Float = 0.0
#13 sheen_tint: Float = 0.5
#14 clearcoat: Float = 0.0
#15 clearcoat_roughness: Float = 0.03
#16 ior: Float = 1.45
#17 transmission: Float = 0.0
#18 transmission_roughness: Float = 0.0
#19 emission: Color = (0.0, 0.0, 0.0, 1.0)
#20 emission_strength: Float = 1.0
#21 alpha: Float = 1.0
#22 normal: Vector = (0.0, 0.0, 0.0)
#23 clearcoat_normal: Vector = (0.0, 0.0, 0.0)
#24 tangent: Vector = (0.0, 0.0, 0.0)
#25 weight: Float = 0.0
Outputs:#
#0 bsdf: Shader = None
- pynodes.nodes.ShaderNodeBsdfHairPrincipled(parametrization='COLOR', color=(0.018, 0.006, 0.002, 1.0), melanin=0.8, melanin_redness=1.0, tint=(1.0, 1.0, 1.0, 1.0), absorption_coefficient=(0.246, 0.52, 1.365), roughness=0.3, radial_roughness=0.3, coat=0.0, ior=1.55, offset=math.radians(2.0), random_color=0.0, random_roughness=0.0, random=0.0, weight=0.0)#
parametrization
:COLOR
,ABSORPTION
,MELANIN
Inputs:#
#0 color: Color = (0.018, 0.006, 0.002, 1.0)
#1 melanin: Float = 0.8
#2 melanin_redness: Float = 1.0
#3 tint: Color = (1.0, 1.0, 1.0, 1.0)
#4 absorption_coefficient: Vector = (0.246, 0.52, 1.365)
#5 roughness: Float = 0.3
#6 radial_roughness: Float = 0.3
#7 coat: Float = 0.0
#8 ior: Float = 1.55
#9 offset: Float = math.radians(2.0)
#10 random_color: Float = 0.0
#11 random_roughness: Float = 0.0
#12 random: Float = 0.0
#13 weight: Float = 0.0
Outputs:#
#0 bsdf: Shader = None
- pynodes.nodes.ShaderNodeVolumePrincipled(color=(0.5, 0.5, 0.5, 1.0), color_attribute='', density=1.0, density_attribute='density', anisotropy=0.0, absorption_color=(0.0, 0.0, 0.0, 1.0), emission_strength=0.0, emission_color=(1.0, 1.0, 1.0, 1.0), blackbody_intensity=0.0, blackbody_tint=(1.0, 1.0, 1.0, 1.0), temperature=1000.0, temperature_attribute='temperature', weight=0.0)#
Inputs:#
#0 color: Color = (0.5, 0.5, 0.5, 1.0)
#1 color_attribute: String = ''
#2 density: Float = 1.0
#3 density_attribute: String = 'density'
#4 anisotropy: Float = 0.0
#5 absorption_color: Color = (0.0, 0.0, 0.0, 1.0)
#6 emission_strength: Float = 0.0
#7 emission_color: Color = (1.0, 1.0, 1.0, 1.0)
#8 blackbody_intensity: Float = 0.0
#9 blackbody_tint: Color = (1.0, 1.0, 1.0, 1.0)
#10 temperature: Float = 1000.0
#11 temperature_attribute: String = 'temperature'
#12 weight: Float = 0.0
Outputs:#
#0 volume: Shader = None
- pynodes.nodes.ShaderNodeBsdfRefraction(distribution='BECKMANN', color=(1.0, 1.0, 1.0, 1.0), roughness=0.0, ior=1.45, normal=(0.0, 0.0, 0.0), weight=0.0)#
distribution
:BECKMANN
,SHARP
,GGX
Inputs:#
#0 color: Color = (1.0, 1.0, 1.0, 1.0)
#1 roughness: Float = 0.0
#2 ior: Float = 1.45
#3 normal: Vector = (0.0, 0.0, 0.0)
#4 weight: Float = 0.0
Outputs:#
#0 bsdf: Shader = None
- pynodes.nodes.ShaderNodeEeveeSpecular(base_color=(0.8, 0.8, 0.8, 1.0), specular=(0.03, 0.03, 0.03, 1.0), roughness=0.2, emissive_color=(0.0, 0.0, 0.0, 1.0), transparency=0.0, normal=(0.0, 0.0, 0.0), clear_coat=0.0, clear_coat_roughness=0.0, clear_coat_normal=(0.0, 0.0, 0.0), ambient_occlusion=0.0, weight=0.0)#
Inputs:#
#0 base_color: Color = (0.8, 0.8, 0.8, 1.0)
#1 specular: Color = (0.03, 0.03, 0.03, 1.0)
#2 roughness: Float = 0.2
#3 emissive_color: Color = (0.0, 0.0, 0.0, 1.0)
#4 transparency: Float = 0.0
#5 normal: Vector = (0.0, 0.0, 0.0)
#6 clear_coat: Float = 0.0
#7 clear_coat_roughness: Float = 0.0
#8 clear_coat_normal: Vector = (0.0, 0.0, 0.0)
#9 ambient_occlusion: Float = 0.0
#10 weight: Float = 0.0
Outputs:#
#0 bsdf: Shader = None
- pynodes.nodes.ShaderNodeSubsurfaceScattering(falloff='RANDOM_WALK', color=(0.8, 0.8, 0.8, 1.0), scale=1.0, radius=(1.0, 0.2, 0.1), ior=1.4, anisotropy=0.0, normal=(0.0, 0.0, 0.0), weight=0.0)#
falloff
:RANDOM_WALK
,BURLEY
,RANDOM_WALK_FIXED_RADIUS
Inputs:#
#0 color: Color = (0.8, 0.8, 0.8, 1.0)
#1 scale: Float = 1.0
#2 radius: Vector = (1.0, 0.2, 0.1)
#3 ior: Float = 1.4
#4 anisotropy: Float = 0.0
#5 normal: Vector = (0.0, 0.0, 0.0)
#6 weight: Float = 0.0
Outputs:#
#0 bssrdf: Shader = None
- pynodes.nodes.ShaderNodeBsdfToon(component='DIFFUSE', color=(0.8, 0.8, 0.8, 1.0), size=0.5, smooth=0.0, normal=(0.0, 0.0, 0.0), weight=0.0)#
component
:DIFFUSE
,GLOSSY
Inputs:#
#0 color: Color = (0.8, 0.8, 0.8, 1.0)
#1 size: Float = 0.5
#2 smooth: Float = 0.0
#3 normal: Vector = (0.0, 0.0, 0.0)
#4 weight: Float = 0.0
Outputs:#
#0 bsdf: Shader = None
- pynodes.nodes.ShaderNodeBsdfTranslucent(color=(0.8, 0.8, 0.8, 1.0), normal=(0.0, 0.0, 0.0), weight=0.0)#
Inputs:#
#0 color: Color = (0.8, 0.8, 0.8, 1.0)
#1 normal: Vector = (0.0, 0.0, 0.0)
#2 weight: Float = 0.0
Outputs:#
#0 bsdf: Shader = None
- pynodes.nodes.ShaderNodeBsdfTransparent(color=(1.0, 1.0, 1.0, 1.0), weight=0.0)#
Inputs:#
#0 color: Color = (1.0, 1.0, 1.0, 1.0)
#1 weight: Float = 0.0
Outputs:#
#0 bsdf: Shader = None
- pynodes.nodes.ShaderNodeBsdfVelvet(color=(0.8, 0.8, 0.8, 1.0), sigma=1.0, normal=(0.0, 0.0, 0.0), weight=0.0)#
Inputs:#
#0 color: Color = (0.8, 0.8, 0.8, 1.0)
#1 sigma: Float = 1.0
#2 normal: Vector = (0.0, 0.0, 0.0)
#3 weight: Float = 0.0
Outputs:#
#0 bsdf: Shader = None
- pynodes.nodes.ShaderNodeVolumeAbsorption(color=(0.8, 0.8, 0.8, 1.0), density=1.0, weight=0.0)#
Inputs:#
#0 color: Color = (0.8, 0.8, 0.8, 1.0)
#1 density: Float = 1.0
#2 weight: Float = 0.0
Outputs:#
#0 volume: Shader = None
- pynodes.nodes.ShaderNodeVolumeScatter(color=(0.8, 0.8, 0.8, 1.0), density=1.0, anisotropy=0.0, weight=0.0)#
Inputs:#
#0 color: Color = (0.8, 0.8, 0.8, 1.0)
#1 density: Float = 1.0
#2 anisotropy: Float = 0.0
#3 weight: Float = 0.0
Outputs:#
#0 volume: Shader = None
- pynodes.nodes.ShaderNodeTexEnvironment(interpolation='Linear', projection='EQUIRECTANGULAR', image=None, image_user=None, vector=(0.0, 0.0, 0.0))#
interpolation
:Linear
,Closest
,Cubic
,Smart
projection
:EQUIRECTANGULAR
,MIRROR_BALL
Inputs:#
#0 vector: Vector = (0.0, 0.0, 0.0)
Outputs:#
#0 color: Color = (0.0, 0.0, 0.0, 0.0)
- pynodes.nodes.ShaderNodeTexIES(mode='INTERNAL', filepath='', ies=None, vector=(0.0, 0.0, 0.0), strength=1.0)#
mode
:INTERNAL
,EXTERNAL
Inputs:#
#0 vector: Vector = (0.0, 0.0, 0.0)
#1 strength: Float = 1.0
Outputs:#
#0 fac: Float = 0.0
- pynodes.nodes.ShaderNodeTexImage(extension='REPEAT', interpolation='Linear', projection='FLAT', image=None, image_user=None, projection_blend=0.0, vector=(0.0, 0.0, 0.0))#
extension
:REPEAT
,EXTEND
,CLIP
,MIRROR
interpolation
:Linear
,Closest
,Cubic
,Smart
projection
:FLAT
,BOX
,SPHERE
,TUBE
Inputs:#
#0 vector: Vector = (0.0, 0.0, 0.0)
Outputs:#
#0 color: Color = (0.0, 0.0, 0.0, 0.0)
#1 alpha: Float = 0.0
- pynodes.nodes.ShaderNodeTexPointDensity(interpolation='Linear', particle_color_source='PARTICLE_AGE', point_source='PARTICLE_SYSTEM', space='OBJECT', vertex_color_source='VERTEX_COLOR', object=None, particle_system=None, radius=0.3, resolution=100, vertex_attribute_name='', vector=(0.0, 0.0, 0.0))#
interpolation
:Linear
,Closest
,Cubic
particle_color_source
:PARTICLE_AGE
,PARTICLE_SPEED
,PARTICLE_VELOCITY
point_source
:PARTICLE_SYSTEM
,OBJECT
space
:OBJECT
,WORLD
vertex_color_source
:VERTEX_COLOR
,VERTEX_WEIGHT
,VERTEX_NORMAL
Inputs:#
#0 vector: Vector = (0.0, 0.0, 0.0)
Outputs:#
#0 color: Color = (0.0, 0.0, 0.0, 0.0)
#1 density: Float = 0.0
- pynodes.nodes.ShaderNodeTexSky(sky_type='NISHITA', air_density=1.0, altitude=0.0, dust_density=1.0, ground_albedo=0.3, ozone_density=1.0, sun_direction=(0.0, 0.0, 1.0), sun_disc=True, sun_elevation=math.radians(15.0), sun_intensity=1.0, sun_rotation=0.0, sun_size=math.radians(0.545), turbidity=2.2, vector=(0.0, 0.0, 0.0))#
sky_type
:NISHITA
,PREETHAM
,HOSEK_WILKIE
Inputs:#
#0 vector: Vector = (0.0, 0.0, 0.0)
Outputs:#
#0 color: Color = (0.0, 0.0, 0.0, 0.0)
- pynodes.nodes.ShaderNodeBrightContrast(color=(1.0, 1.0, 1.0, 1.0), bright=0.0, contrast=0.0)#
Inputs:#
#0 color: Color = (1.0, 1.0, 1.0, 1.0)
#1 bright: Float = 0.0
#2 contrast: Float = 0.0
Outputs:#
#0 color: Color = (0.0, 0.0, 0.0, 0.0)
- pynodes.nodes.ShaderNodeGamma(color=(1.0, 1.0, 1.0, 1.0), gamma=1.0)#
Inputs:#
#0 color: Color = (1.0, 1.0, 1.0, 1.0)
#1 gamma: Float = 1.0
Outputs:#
#0 color: Color = (0.0, 0.0, 0.0, 0.0)
- pynodes.nodes.ShaderNodeHueSaturation(hue=0.5, saturation=1.0, value=1.0, fac=1.0, color=(0.8, 0.8, 0.8, 1.0))#
Inputs:#
#0 hue: Float = 0.5
#1 saturation: Float = 1.0
#2 value: Float = 1.0
#3 fac: Float = 1.0
#4 color: Color = (0.8, 0.8, 0.8, 1.0)
Outputs:#
#0 color: Color = (0.0, 0.0, 0.0, 0.0)
- pynodes.nodes.ShaderNodeInvert(fac=1.0, color=(0.0, 0.0, 0.0, 1.0))#
Inputs:#
#0 fac: Float = 1.0
#1 color: Color = (0.0, 0.0, 0.0, 1.0)
Outputs:#
#0 color: Color = (0.0, 0.0, 0.0, 0.0)
- pynodes.nodes.ShaderNodeLightFalloff(strength=100.0, smooth=0.0)#
Inputs:#
#0 strength: Float = 100.0
#1 smooth: Float = 0.0
Outputs:#
#0 quadratic: Float = 0.0
#1 linear: Float = 0.0
#2 constant: Float = 0.0
- pynodes.nodes.ShaderNodeBump(invert=False, strength=1.0, distance=1.0, height=1.0, normal=(0.0, 0.0, 0.0))#
Inputs:#
#0 strength: Float = 1.0
#1 distance: Float = 1.0
#2 height: Float = 1.0
#3 normal: Vector = (0.0, 0.0, 0.0)
Outputs:#
#0 normal: Vector = (0.0, 0.0, 0.0)
- pynodes.nodes.ShaderNodeDisplacement(space='OBJECT', height=0.0, midlevel=0.5, scale=1.0, normal=(0.0, 0.0, 0.0))#
space
:OBJECT
,WORLD
Inputs:#
#0 height: Float = 0.0
#1 midlevel: Float = 0.5
#2 scale: Float = 1.0
#3 normal: Vector = (0.0, 0.0, 0.0)
Outputs:#
#0 displacement: Vector = (0.0, 0.0, 0.0)
- pynodes.nodes.ShaderNodeMapping(vector_type='POINT', vector=(0.0, 0.0, 0.0), location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), scale=(1.0, 1.0, 1.0))#
vector_type
:POINT
,TEXTURE
,VECTOR
,NORMAL
Inputs:#
#0 vector: Vector = (0.0, 0.0, 0.0)
#1 location: Vector = (0.0, 0.0, 0.0)
#2 rotation: Vector = (0.0, 0.0, 0.0)
#3 scale: Vector = (1.0, 1.0, 1.0)
Outputs:#
#0 vector: Vector = (0.0, 0.0, 0.0)
- pynodes.nodes.ShaderNodeNormal(normal=(0.0, 0.0, 1.0))#
Inputs:#
#0 normal: Vector = (0.0, 0.0, 1.0)
Outputs:#
#0 normal: Vector = (0.0, 0.0, 1.0)
#1 dot: Float = 0.0
- pynodes.nodes.ShaderNodeNormalMap(space='TANGENT', uv_map='', strength=1.0, color=(0.5, 0.5, 1.0, 1.0))#
space
:TANGENT
,OBJECT
,WORLD
,BLENDER_OBJECT
,BLENDER_WORLD
Inputs:#
#0 strength: Float = 1.0
#1 color: Color = (0.5, 0.5, 1.0, 1.0)
Outputs:#
#0 normal: Vector = (0.0, 0.0, 0.0)
- pynodes.nodes.ShaderNodeVectorDisplacement(space='TANGENT', vector=(0.0, 0.0, 0.0, 0.0), midlevel=0.0, scale=1.0)#
space
:TANGENT
,OBJECT
,WORLD
Inputs:#
#0 vector: Color = (0.0, 0.0, 0.0, 0.0)
#1 midlevel: Float = 0.0
#2 scale: Float = 1.0
Outputs:#
#0 displacement: Vector = (0.0, 0.0, 0.0)
- pynodes.nodes.ShaderNodeVectorTransform(convert_from='WORLD', convert_to='OBJECT', vector_type='VECTOR', vector=(0.5, 0.5, 0.5))#
convert_from
:WORLD
,OBJECT
,CAMERA
convert_to
:OBJECT
,WORLD
,CAMERA
vector_type
:VECTOR
,POINT
,NORMAL
Inputs:#
#0 vector: Vector = (0.5, 0.5, 0.5)
Outputs:#
#0 vector: Vector = (0.0, 0.0, 0.0)
- pynodes.nodes.ShaderNodeBlackbody(temperature=1500.0)#
Inputs:#
#0 temperature: Float = 1500.0
Outputs:#
#0 color: Color = (0.0, 0.0, 0.0, 0.0)
- pynodes.nodes.ShaderNodeCombineColor(mode='RGB', red=0.0, green=0.0, blue=0.0)#
mode
:RGB
,HSV
,HSL
Inputs:#
#0 red: Float = 0.0
#1 green: Float = 0.0
#2 blue: Float = 0.0
Outputs:#
#0 color: Color = (0.0, 0.0, 0.0, 0.0)
- pynodes.nodes.ShaderNodeRGBToBW(color=(0.5, 0.5, 0.5, 1.0))#
Inputs:#
#0 color: Color = (0.5, 0.5, 0.5, 1.0)
Outputs:#
#0 val: Float = 0.0
- pynodes.nodes.ShaderNodeSeparateColor(mode='RGB', color=(0.8, 0.8, 0.8, 1.0))#
mode
:RGB
,HSV
,HSL
Inputs:#
#0 color: Color = (0.8, 0.8, 0.8, 1.0)
Outputs:#
#0 red: Float = 0.0
#1 green: Float = 0.0
#2 blue: Float = 0.0
- pynodes.nodes.ShaderNodeShaderToRGB(shader=None)#
Inputs:#
#0 shader: Shader = None
Outputs:#
#0 color: Color = (0.0, 0.0, 0.0, 0.0)
#1 alpha: Float = 0.0
- pynodes.nodes.ShaderNodeWavelength(wavelength=500.0)#
Inputs:#
#0 wavelength: Float = 500.0
Outputs:#
#0 color: Color = (0.0, 0.0, 0.0, 0.0)
- pynodes.nodes.ShaderNodeScript(mode='INTERNAL', script: bpy.types.Text = None)#
mode
:INTERNAL
,EXTERNAL
- pynodes.nodes.GeometryNodeIndexOfNearest(position=None, group_id=0)#
Inputs:#
#0 position: Vector = None
#1 group_id: Integer = 0
Outputs:#
#0 index: Integer = 0
#1 has_neighbor: Boolean = False
- pynodes.nodes.GeometryNodePointsToCurves(points=None, curve_group_id=0, weight=0.0)#
Inputs:#
#0 points: Points = None
#1 curve_group_id: Integer = 0
#2 weight: Float = 0.0
Outputs:#
#0 curves: Curves = None
- pynodes.nodes.GeometryNodeMeshToSDFVolume(resolution_mode='VOXEL_AMOUNT', mesh=None, voxel_size=0.3, voxel_amount=64.0, half_band_width=3.0)#
Experimental
resolution_mode
:VOXEL_AMOUNT
,VOXEL_SIZE
Inputs:#
#0 mesh: Mesh = None
#1 voxel_size: Float = 0.3
#2 voxel_amount: Float = 64.0
#3 half_band_width: Float = 3.0
Outputs:#
#0 volune: Volume = None