# Input Groups Some geometry node trees need a lot of arguments. ```python @tree("Terrain Generator") def terrain_generator( width: Float height: Float resolution: Int scale: Float w: Float ): ... ``` There are a couple of problems with this. Firstly, the function signature is getting long. This can make it harder to visually parse the script. And, if we want to use the same arguments in another tree and pass them through to `terrain`, we need to make sure to keep everything up to date. This is where input groups come in. An input group is class that contains properties annotated with valid socket types. To create an input group, declare a new class that derives from `InputGroup`. ```python class TerrainInputs(InputGroup): width: Float height: Float resolution: Int scale: Float w: Float ``` Then annotate an argument in your tree function with this class. ```python @tree("Terrain Generator") def terrain_generator( inputs: TerrainInputs ): ... ``` This will create a node tree with the exact same structure as the original implementation. The inputs can be accessed with dot notation. ```python size = combine_xyz(x=input.width, y=input.height) ``` And now passing the inputs through from another function is much simpler. ```python def point_terrain( terrain_inputs: TerrainInputs, radius: Float ): return terrain_generator( inputs=terrain_inputs ).mesh_to_points(radius=radius) ``` ## Instantiating Input Groups If you nest calls to tree functions, you can instantiate the `InputGroup` subclass to pass the correct inputs. ```python def point_terrain(): return terrain_generator( inputs=TerrainInputs( width=5, height=5, resolution=10, scale=1, w=0 ) ).mesh_to_points() ```