accumulate_field - Accumulate Field
accumulate_field(
data_type: 'FLOAT' | 'INT' | 'FLOAT_VECTOR' | 'FLOAT_COLOR' | 'BYTE_COLOR' | 'STRING' | 'BOOLEAN' | 'FLOAT2' | 'INT8',
domain: 'POINT' | 'EDGE' | 'FACE' | 'CORNER' | 'CURVE' | 'INSTANCE',
value: Vector | Float | Int,
group_index: Int
)
{ leading: Int, trailing: Int, total: Int }
value: Vector = ...
value.accumulate_field(...)
align_euler_to_vector - Align Euler to Vector
align_euler_to_vector(
axis: 'X' | 'Y' | 'Z',
pivot_axis: 'AUTO' | 'X' | 'Y' | 'Z',
rotation: VectorEuler,
factor: FloatFactor,
vector: Vector
)
rotation: VectorEuler
rotation: VectorEuler = ...
rotation.align_euler_to_vector(...)
arc - Arc
arc(
mode: 'POINTS' | 'RADIUS',
resolution: IntUnsigned,
start: VectorTranslation,
middle: VectorTranslation,
end: VectorTranslation,
radius: FloatDistance,
start_angle: FloatAngle,
sweep_angle: FloatAngle,
offset_angle: FloatAngle,
connect_center: Bool,
invert_arc: Bool
)
{ curve: Geometry, center: Vector, normal: Vector, radius: Float }
resolution: IntUnsigned = ...
resolution.arc(...)
attribute_statistic - Attribute Statistic
attribute_statistic(
data_type: 'FLOAT' | 'INT' | 'FLOAT_VECTOR' | 'FLOAT_COLOR' | 'BYTE_COLOR' | 'STRING' | 'BOOLEAN' | 'FLOAT2' | 'INT8',
domain: 'POINT' | 'EDGE' | 'FACE' | 'CORNER' | 'CURVE' | 'INSTANCE',
geometry: Geometry,
selection: Bool,
attribute: Float | Vector
)
{ mean: Vector, median: Vector, sum: Vector, min: Vector, max: Vector, range: Vector, standard_deviation: Vector, variance: Vector }
geometry: Geometry = ...
geometry.attribute_statistic(...)
bezier_segment - Bezier Segment
bezier_segment(
mode: 'POSITION' | 'OFFSET',
resolution: IntUnsigned,
start: VectorTranslation,
start_handle: VectorTranslation,
end_handle: VectorTranslation,
end: VectorTranslation
)
curve: Geometry
resolution: IntUnsigned = ...
resolution.bezier_segment(...)
boolean_math - Boolean Math
boolean_math(
operation: 'AND' | 'OR' | 'NOT' | 'NAND' | 'NOR' | 'XNOR' | 'XOR' | 'IMPLY' | 'NIMPLY',
boolean: Bool | Bool
)
boolean: Bool
boolean: Bool = ...
boolean.boolean_math(...)
bounding_box - Bounding Box
bounding_box(
geometry: Geometry
)
{ bounding_box: Geometry, min: Vector, max: Vector }
geometry: Geometry = ...
geometry.bounding_box(...)
brick_texture - Brick Texture
brick_texture(
texture_mapping: Pointer,
color_mapping: Pointer,
offset_frequency: Int,
squash_frequency: Int,
offset: Float,
squash: Float,
vector: Vector,
color1: Color,
color2: Color,
mortar: Color,
scale: Float,
mortar_size: Float,
mortar_smooth: Float,
bias: Float,
brick_width: Float,
row_height: Float
)
{ color: Color, fac: Float }
vector: Vector = ...
vector.brick_texture(...)
capture_attribute - Capture Attribute
capture_attribute(
data_type: 'FLOAT' | 'INT' | 'FLOAT_VECTOR' | 'FLOAT_COLOR' | 'BYTE_COLOR' | 'STRING' | 'BOOLEAN' | 'FLOAT2' | 'INT8',
domain: 'POINT' | 'EDGE' | 'FACE' | 'CORNER' | 'CURVE' | 'INSTANCE',
geometry: Geometry,
value: Vector | Float | Color | Bool | Int
)
{ geometry: Geometry, attribute: Int }
geometry: Geometry = ...
geometry.capture_attribute(...)
checker_texture - Checker Texture
checker_texture(
texture_mapping: Pointer,
color_mapping: Pointer,
vector: Vector,
color1: Color,
color2: Color,
scale: Float
)
{ color: Color, fac: Float }
vector: Vector = ...
vector.checker_texture(...)
clamp - Clamp
clamp(
clamp_type: 'MINMAX' | 'RANGE',
value: Float,
min: Float,
max: Float
)
result: Float
value: Float = ...
value.clamp(...)
collection_info - Collection Info
collection_info(
transform_space: 'ORIGINAL' | 'RELATIVE',
collection: Collection,
separate_children: Bool,
reset_children: Bool
)
geometry: Geometry
collection: Collection = ...
collection.collection_info(...)
colorramp - ColorRamp
colorramp(
color_ramp: Pointer,
fac: FloatFactor
)
{ color: Color, alpha: Float }
fac: FloatFactor = ...
fac.colorramp(...)
combine_color - Combine Color
combine_color(
mode: 'RGB' | 'HSV' | 'HSL',
red: FloatFactor,
green: FloatFactor,
blue: FloatFactor,
alpha: FloatFactor
)
color: Color
red: FloatFactor = ...
red.combine_color(...)
combine_xyz - Combine XYZ
combine_xyz(
x: Float,
y: Float,
z: Float
)
vector: Vector
x: Float = ...
x.combine_xyz(...)
compare - Compare
compare(
operation: 'LESS_THAN' | 'LESS_EQUAL' | 'GREATER_THAN' | 'GREATER_EQUAL' | 'EQUAL' | 'NOT_EQUAL' | 'BRIGHTER' | 'DARKER',
data_type: 'FLOAT' | 'INT' | 'BOOLEAN' | 'VECTOR' | 'STRING' | 'RGBA' | 'OBJECT' | 'IMAGE' | 'GEOMETRY' | 'COLLECTION' | 'TEXTURE' | 'MATERIAL',
mode: 'ELEMENT' | 'LENGTH' | 'AVERAGE' | 'DOT_PRODUCT' | 'DIRECTION',
a: Float | Int | Vector | Color | String,
b: Float | Int | Vector | Color | String,
c: Float,
angle: FloatAngle,
epsilon: Float
)
result: Bool
a: Float = ...
a.compare(...)
cone - Cone
cone(
fill_type: 'NONE' | 'NGON' | 'TRIANGLE_FAN',
vertices: Int,
side_segments: Int,
fill_segments: Int,
radius_top: FloatDistance,
radius_bottom: FloatDistance,
depth: FloatDistance
)
{ mesh: Geometry, top: Bool, bottom: Bool, side: Bool }
vertices: Int = ...
vertices.cone(...)
convex_hull - Convex Hull
convex_hull(
geometry: Geometry
)
convex_hull: Geometry
geometry: Geometry = ...
geometry.convex_hull(...)
cube - Cube
cube(
size: VectorTranslation,
vertices_x: Int,
vertices_y: Int,
vertices_z: Int
)
mesh: Geometry
size: VectorTranslation = ...
size.cube(...)
curve_circle - Curve Circle
curve_circle(
mode: 'POINTS' | 'RADIUS',
resolution: Int,
point_1: VectorTranslation,
point_2: VectorTranslation,
point_3: VectorTranslation,
radius: FloatDistance
)
{ curve: Geometry, center: Vector }
resolution: Int = ...
resolution.curve_circle(...)
curve_handle_positions - Curve Handle Positions
curve_handle_positions(
relative: Bool
)
{ left: Vector, right: Vector }
relative: Bool = ...
relative.curve_handle_positions(...)
curve_length - Curve Length
curve_length(
curve: Geometry
)
length: Float
curve: Geometry = ...
curve.curve_length(...)
curve_line - Curve Line
curve_line(
mode: 'POINTS' | 'DIRECTION',
start: VectorTranslation,
end: VectorTranslation,
direction: Vector,
length: FloatDistance
)
curve: Geometry
start: VectorTranslation = ...
start.curve_line(...)
curve_spiral - Curve Spiral
curve_spiral(
resolution: IntUnsigned,
rotations: Float,
start_radius: FloatDistance,
end_radius: FloatDistance,
height: FloatDistance,
reverse: Bool
)
curve: Geometry
resolution: IntUnsigned = ...
resolution.curve_spiral(...)
curve_tangent - Curve Tangent
curve_tangent(
)
tangent: Vector
curve_tilt - Curve Tilt
curve_tilt(
)
tilt: Float
curve_to_mesh - Curve to Mesh
curve_to_mesh(
curve: Geometry,
profile_curve: Geometry,
fill_caps: Bool
)
mesh: Geometry
curve: Geometry = ...
curve.curve_to_mesh(...)
curve_to_points - Curve to Points
curve_to_points(
mode: 'EVALUATED' | 'COUNT' | 'LENGTH',
curve: Geometry,
count: Int,
length: FloatDistance
)
{ points: Geometry, tangent: Vector, normal: Vector, rotation: Vector }
curve: Geometry = ...
curve.curve_to_points(...)
cylinder - Cylinder
cylinder(
fill_type: 'NONE' | 'NGON' | 'TRIANGLE_FAN',
vertices: Int,
side_segments: Int,
fill_segments: Int,
radius: FloatDistance,
depth: FloatDistance
)
{ mesh: Geometry, top: Bool, side: Bool, bottom: Bool }
vertices: Int = ...
vertices.cylinder(...)
deform_curves_on_surface - Deform Curves on Surface
deform_curves_on_surface(
curves: Geometry
)
curves: Geometry
curves: Geometry = ...
curves.deform_curves_on_surface(...)
delete_geometry - Delete Geometry
delete_geometry(
mode: 'ALL' | 'EDGE_FACE' | 'ONLY_FACE',
domain: 'POINT' | 'EDGE' | 'FACE' | 'CURVE' | 'INSTANCE',
geometry: Geometry,
selection: Bool
)
geometry: Geometry
geometry: Geometry = ...
geometry.delete_geometry(...)
distribute_points_on_faces - Distribute Points on Faces
distribute_points_on_faces(
distribute_method: 'RANDOM' | 'POISSON',
mesh: Geometry,
selection: Bool,
distance_min: FloatDistance,
density_max: Float,
density: Float,
density_factor: FloatFactor,
seed: Int
)
{ points: Geometry, normal: Vector, rotation: VectorEuler }
mesh: Geometry = ...
mesh.distribute_points_on_faces(...)
domain_size - Domain Size
domain_size(
component: 'MESH' | 'POINTCLOUD' | 'CURVE' | 'INSTANCES',
geometry: Geometry
)
{ point_count: Int, edge_count: Int, face_count: Int, face_corner_count: Int, spline_count: Int, instance_count: Int }
geometry: Geometry = ...
geometry.domain_size(...)
dual_mesh - Dual Mesh
dual_mesh(
mesh: Geometry,
keep_boundaries: Bool
)
dual_mesh: Geometry
mesh: Geometry = ...
mesh.dual_mesh(...)
duplicate_elements - Duplicate Elements
duplicate_elements(
domain: 'POINT' | 'EDGE' | 'FACE' | 'SPLINE' | 'INSTANCE',
geometry: Geometry,
selection: Bool,
amount: Int
)
{ geometry: Geometry, duplicate_index: Int }
geometry: Geometry = ...
geometry.duplicate_elements(...)
edge_angle - Edge Angle
edge_angle(
)
{ unsigned_angle: Float, signed_angle: Float }
edge_neighbors - Edge Neighbors
edge_neighbors(
)
face_count: Int
edge_paths_to_curves - Edge Paths to Curves
edge_paths_to_curves(
mesh: Geometry,
start_vertices: Bool,
next_vertex_index: Int
)
curves: Geometry
mesh: Geometry = ...
mesh.edge_paths_to_curves(...)
edge_paths_to_selection - Edge Paths to Selection
edge_paths_to_selection(
start_vertices: Bool,
next_vertex_index: Int
)
selection: Bool
start_vertices: Bool = ...
start_vertices.edge_paths_to_selection(...)
edge_vertices - Edge Vertices
edge_vertices(
)
{ vertex_index_1: Int, vertex_index_2: Int, position_1: Vector, position_2: Vector }
endpoint_selection - Endpoint Selection
endpoint_selection(
start_size: Int,
end_size: Int
)
selection: Bool
start_size: Int = ...
start_size.endpoint_selection(...)
extrude_mesh - Extrude Mesh
extrude_mesh(
mode: 'VERTICES' | 'EDGES' | 'FACES',
mesh: Geometry,
selection: Bool,
offset: VectorTranslation,
offset_scale: Float,
individual: Bool
)
{ mesh: Geometry, top: Bool, side: Bool }
mesh: Geometry = ...
mesh.extrude_mesh(...)
face_area - Face Area
face_area(
)
area: Float
face_neighbors - Face Neighbors
face_neighbors(
)
{ vertex_count: Int, face_count: Int }
field_at_index - Field at Index
field_at_index(
domain: 'POINT' | 'EDGE' | 'FACE' | 'CORNER' | 'CURVE' | 'INSTANCE',
data_type: 'FLOAT' | 'INT' | 'FLOAT_VECTOR' | 'FLOAT_COLOR' | 'BYTE_COLOR' | 'STRING' | 'BOOLEAN' | 'FLOAT2' | 'INT8',
index: Int,
value: Float | Int | Vector | Color | Bool
)
value: Bool
index: Int = ...
index.field_at_index(...)
fill_curve - Fill Curve
fill_curve(
mode: 'TRIANGLES' | 'NGONS',
curve: Geometry
)
mesh: Geometry
curve: Geometry = ...
curve.fill_curve(...)
fillet_curve - Fillet Curve
fillet_curve(
mode: 'BEZIER' | 'POLY',
curve: Geometry,
count: Int,
radius: FloatDistance,
limit_radius: Bool
)
curve: Geometry
curve: Geometry = ...
curve.fillet_curve(...)
flip_faces - Flip Faces
flip_faces(
mesh: Geometry,
selection: Bool
)
mesh: Geometry
mesh: Geometry = ...
mesh.flip_faces(...)
float_curve - Float Curve
float_curve(
mapping: Pointer,
factor: FloatFactor,
value: Float
)
value: Float
factor: FloatFactor = ...
factor.float_curve(...)
float_to_integer - Float to Integer
float_to_integer(
rounding_mode: 'ROUND' | 'FLOOR' | 'CEILING' | 'TRUNCATE',
float: Float
)
integer: Int
float: Float = ...
float.float_to_integer(...)
frame - Frame
frame(
text: Pointer,
shrink: Boolean,
label_size: Int
)
geometry_proximity - Geometry Proximity
geometry_proximity(
target_element: 'POINTS' | 'EDGES' | 'FACES',
target: Geometry,
source_position: Vector
)
{ position: Vector, distance: Float }
target: Geometry = ...
target.geometry_proximity(...)
geometry_to_instance - Geometry to Instance
geometry_to_instance(
geometry: List[Geometry]
)
instances: Geometry
geometry: List[Geometry] = ...
geometry.geometry_to_instance(...)
gradient_texture - Gradient Texture
gradient_texture(
texture_mapping: Pointer,
color_mapping: Pointer,
gradient_type: 'LINEAR' | 'QUADRATIC' | 'EASING' | 'DIAGONAL' | 'SPHERICAL' | 'QUADRATIC_SPHERE' | 'RADIAL',
vector: Vector
)
{ color: Color, fac: Float }
vector: Vector = ...
vector.gradient_texture(...)
grid - Grid
grid(
size_x: FloatDistance,
size_y: FloatDistance,
vertices_x: Int,
vertices_y: Int
)
mesh: Geometry
size_x: FloatDistance = ...
size_x.grid(...)
group - Group
group(
node_tree: Pointer,
interface: Pointer
)
handle_type_selection - Handle Type Selection
handle_type_selection(
handle_type: 'FREE' | 'AUTO' | 'VECTOR' | 'ALIGN',
mode: 'LEFT' | 'RIGHT'
)
selection: Bool
ico_sphere - Ico Sphere
ico_sphere(
radius: FloatDistance,
subdivisions: Int
)
mesh: Geometry
radius: FloatDistance = ...
radius.ico_sphere(...)
id - ID
id(
)
id: Int
image_texture - Image Texture
image_texture(
interpolation: 'Linear' | 'Closest' | 'Cubic',
extension: 'REPEAT' | 'EXTEND' | 'CLIP',
image: Image,
vector: Vector,
frame: Int
)
{ color: Color, alpha: Float }
image: Image = ...
image.image_texture(...)
index - Index
index(
)
index: Int
instance_on_points - Instance on Points
instance_on_points(
points: Geometry,
selection: Bool,
instance: Geometry,
pick_instance: Bool,
instance_index: Int,
rotation: VectorEuler,
scale: VectorXYZ
)
instances: Geometry
points: Geometry = ...
points.instance_on_points(...)
instance_rotation - Instance Rotation
instance_rotation(
)
rotation: Vector
instance_scale - Instance Scale
instance_scale(
)
scale: Vector
instances_to_points - Instances to Points
instances_to_points(
instances: Geometry,
selection: Bool,
position: Vector,
radius: FloatDistance
)
points: Geometry
instances: Geometry = ...
instances.instances_to_points(...)
interpolate_domain - Interpolate Domain
interpolate_domain(
domain: 'POINT' | 'EDGE' | 'FACE' | 'CORNER' | 'CURVE' | 'INSTANCE',
data_type: 'FLOAT' | 'INT' | 'FLOAT_VECTOR' | 'FLOAT_COLOR' | 'BYTE_COLOR' | 'STRING' | 'BOOLEAN' | 'FLOAT2' | 'INT8',
value: Float | Int | Vector | Color | Bool
)
value: Bool
value: Float = ...
value.interpolate_domain(...)
is_face_planar - Is Face Planar
is_face_planar(
threshold: FloatDistance
)
planar: Bool
threshold: FloatDistance = ...
threshold.is_face_planar(...)
is_shade_smooth - Is Shade Smooth
is_shade_smooth(
)
smooth: Bool
is_spline_cyclic - Is Spline Cyclic
is_spline_cyclic(
)
cyclic: Bool
is_viewport - Is Viewport
is_viewport(
)
is_viewport: Bool
join_geometry - Join Geometry
join_geometry(
geometry: List[Geometry]
)
geometry: Geometry
geometry: List[Geometry] = ...
geometry.join_geometry(...)
join_strings - Join Strings
join_strings(
delimiter: String,
strings: List[String]
)
string: String
delimiter: String = ...
delimiter.join_strings(...)
magic_texture - Magic Texture
magic_texture(
texture_mapping: Pointer,
color_mapping: Pointer,
turbulence_depth: Int,
vector: Vector,
scale: Float,
distortion: Float
)
{ color: Color, fac: Float }
vector: Vector = ...
vector.magic_texture(...)
map_range - Map Range
map_range(
clamp: Boolean,
interpolation_type: 'LINEAR' | 'STEPPED' | 'SMOOTHSTEP' | 'SMOOTHERSTEP',
data_type: 'FLOAT' | 'FLOAT_VECTOR',
value: Float,
from_min: Float | Vector,
from_max: Float | Vector,
to_min: Float | Vector,
to_max: Float | Vector,
steps: Float | Vector,
vector: Vector
)
{ result: Float, vector: Vector }
value: Float = ...
value.map_range(...)
material - Material
material(
material: Pointer
)
material: Material
material_index - Material Index
material_index(
)
material_index: Int
material_selection - Material Selection
material_selection(
material: Material
)
selection: Bool
material: Material = ...
material.material_selection(...)
math - Math
math(
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',
use_clamp: Boolean,
value: Float | Float | Float
)
value: Float
value: Float = ...
value.math(...)
merge_by_distance - Merge by Distance
merge_by_distance(
mode: 'ALL' | 'CONNECTED',
geometry: Geometry,
selection: Bool,
distance: FloatDistance
)
geometry: Geometry
geometry: Geometry = ...
geometry.merge_by_distance(...)
mesh_boolean - Mesh Boolean
mesh_boolean(
operation: 'INTERSECT' | 'UNION' | 'DIFFERENCE',
mesh_1: Geometry,
mesh_2: List[Geometry],
self_intersection: Bool,
hole_tolerant: Bool
)
{ mesh: Geometry, intersecting_edges: Bool }
mesh_1: Geometry = ...
mesh_1.mesh_boolean(...)
mesh_circle - Mesh Circle
mesh_circle(
fill_type: 'NONE' | 'NGON' | 'TRIANGLE_FAN',
vertices: Int,
radius: FloatDistance
)
mesh: Geometry
vertices: Int = ...
vertices.mesh_circle(...)
mesh_island - Mesh Island
mesh_island(
)
{ island_index: Int, island_count: Int }
mesh_line - Mesh Line
mesh_line(
mode: 'OFFSET' | 'END_POINTS',
count_mode: 'TOTAL' | 'RESOLUTION',
count: Int,
resolution: FloatDistance,
start_location: VectorTranslation,
offset: VectorTranslation
)
mesh: Geometry
count: Int = ...
count.mesh_line(...)
mesh_to_curve - Mesh to Curve
mesh_to_curve(
mesh: Geometry,
selection: Bool
)
curve: Geometry
mesh: Geometry = ...
mesh.mesh_to_curve(...)
mesh_to_points - Mesh to Points
mesh_to_points(
mode: 'VERTICES' | 'EDGES' | 'FACES' | 'CORNERS',
mesh: Geometry,
selection: Bool,
position: Vector,
radius: FloatDistance
)
points: Geometry
mesh: Geometry = ...
mesh.mesh_to_points(...)
mesh_to_volume - Mesh to Volume
mesh_to_volume(
resolution_mode: 'VOXEL_AMOUNT' | 'VOXEL_SIZE',
mesh: Geometry,
density: Float,
voxel_size: FloatDistance,
voxel_amount: Float,
exterior_band_width: FloatDistance,
interior_band_width: FloatDistance,
fill_volume: Bool
)
volume: Geometry
mesh: Geometry = ...
mesh.mesh_to_volume(...)
mixrgb - MixRGB
mixrgb(
blend_type: 'MIX' | 'DARKEN' | 'MULTIPLY' | 'BURN' | 'LIGHTEN' | 'SCREEN' | 'DODGE' | 'ADD' | 'OVERLAY' | 'SOFT_LIGHT' | 'LINEAR_LIGHT' | 'DIFFERENCE' | 'SUBTRACT' | 'DIVIDE' | 'HUE' | 'SATURATION' | 'COLOR' | 'VALUE',
use_alpha: Boolean,
use_clamp: Boolean,
fac: FloatFactor,
color1: Color,
color2: Color
)
color: Color
fac: FloatFactor = ...
fac.mixrgb(...)
musgrave_texture - Musgrave Texture
musgrave_texture(
texture_mapping: Pointer,
color_mapping: Pointer,
musgrave_dimensions: '1D' | '2D' | '3D' | '4D',
musgrave_type: 'MULTIFRACTAL' | 'RIDGED_MULTIFRACTAL' | 'HYBRID_MULTIFRACTAL' | 'FBM' | 'HETERO_TERRAIN',
vector: Vector,
w: Float,
scale: Float,
detail: Float,
dimension: Float,
lacunarity: Float,
offset: Float,
gain: Float
)
fac: Float
vector: Vector = ...
vector.musgrave_texture(...)
named_attribute - Named Attribute
named_attribute(
data_type: 'FLOAT' | 'INT' | 'FLOAT_VECTOR' | 'FLOAT_COLOR' | 'BYTE_COLOR' | 'STRING' | 'BOOLEAN' | 'FLOAT2' | 'INT8',
name: String
)
attribute: Int
name: String = ...
name.named_attribute(...)
noise_texture - Noise Texture
noise_texture(
texture_mapping: Pointer,
color_mapping: Pointer,
noise_dimensions: '1D' | '2D' | '3D' | '4D',
vector: Vector,
w: Float,
scale: Float,
detail: Float,
roughness: FloatFactor,
distortion: Float
)
{ fac: Float, color: Color }
vector: Vector = ...
vector.noise_texture(...)
normal - Normal
normal(
)
normal: Vector
object_info - Object Info
object_info(
transform_space: 'ORIGINAL' | 'RELATIVE',
object: Object,
as_instance: Bool
)
{ location: Vector, rotation: Vector, scale: Vector, geometry: Geometry }
object: Object = ...
object.object_info(...)
pack_uv_islands - Pack UV Islands
pack_uv_islands(
uv: Vector,
selection: Bool,
margin: Float,
rotate: Bool
)
uv: Vector
uv: Vector = ...
uv.pack_uv_islands(...)
points - Points
points(
count: Int,
position: Vector,
radius: FloatDistance
)
geometry: Geometry
count: Int = ...
count.points(...)
points_to_vertices - Points to Vertices
points_to_vertices(
points: Geometry,
selection: Bool
)
mesh: Geometry
points: Geometry = ...
points.points_to_vertices(...)
points_to_volume - Points to Volume
points_to_volume(
resolution_mode: 'VOXEL_AMOUNT' | 'VOXEL_SIZE',
points: Geometry,
density: Float,
voxel_size: FloatDistance,
voxel_amount: Float,
radius: FloatDistance
)
volume: Geometry
points: Geometry = ...
points.points_to_volume(...)
position - Position
position(
)
position: Vector
quadratic_bezier - Quadratic Bezier
quadratic_bezier(
resolution: IntUnsigned,
start: VectorTranslation,
middle: VectorTranslation,
end: VectorTranslation
)
curve: Geometry
resolution: IntUnsigned = ...
resolution.quadratic_bezier(...)
quadrilateral - Quadrilateral
quadrilateral(
mode: 'RECTANGLE' | 'PARALLELOGRAM' | 'TRAPEZOID' | 'KITE' | 'POINTS',
width: FloatDistance,
height: FloatDistance,
bottom_width: FloatDistance,
top_width: FloatDistance,
offset: FloatDistance,
bottom_height: FloatDistance,
top_height: FloatDistance,
point_1: Vector,
point_2: Vector,
point_3: Vector,
point_4: Vector
)
curve: Geometry
width: FloatDistance = ...
width.quadrilateral(...)
radius - Radius
radius(
)
radius: Float
random_value - Random Value
random_value(
data_type: 'FLOAT' | 'INT' | 'FLOAT_VECTOR' | 'FLOAT_COLOR' | 'BYTE_COLOR' | 'STRING' | 'BOOLEAN' | 'FLOAT2' | 'INT8',
min: Vector | Float | Int,
max: Vector | Float | Int,
probability: FloatFactor,
id: Int,
seed: Int
)
value: Bool
min: Vector = ...
min.random_value(...)
raycast - Raycast
raycast(
mapping: 'INTERPOLATED' | 'NEAREST',
data_type: 'FLOAT' | 'INT' | 'FLOAT_VECTOR' | 'FLOAT_COLOR' | 'BYTE_COLOR' | 'STRING' | 'BOOLEAN' | 'FLOAT2' | 'INT8',
target_geometry: Geometry,
attribute: Vector | Float | Color | Bool | Int,
source_position: Vector,
ray_direction: Vector,
ray_length: FloatDistance
)
{ is_hit: Bool, hit_position: Vector, hit_normal: Vector, hit_distance: Float, attribute: Int }
target_geometry: Geometry = ...
target_geometry.raycast(...)
realize_instances - Realize Instances
realize_instances(
legacy_behavior: Boolean,
geometry: Geometry
)
geometry: Geometry
geometry: Geometry = ...
geometry.realize_instances(...)
remove_named_attribute - Remove Named Attribute
remove_named_attribute(
geometry: Geometry,
name: String
)
geometry: Geometry
geometry: Geometry = ...
geometry.remove_named_attribute(...)
replace_material - Replace Material
replace_material(
geometry: Geometry,
old: Material,
new: Material
)
geometry: Geometry
geometry: Geometry = ...
geometry.replace_material(...)
replace_string - Replace String
replace_string(
string: String,
find: String,
replace: String
)
string: String
string: String = ...
string.replace_string(...)
reroute - Reroute
reroute(
input: Color
)
output: Color
input: Color = ...
input.reroute(...)
resample_curve - Resample Curve
resample_curve(
mode: 'EVALUATED' | 'COUNT' | 'LENGTH',
curve: Geometry,
selection: Bool,
count: Int,
length: FloatDistance
)
curve: Geometry
curve: Geometry = ...
curve.resample_curve(...)
reverse_curve - Reverse Curve
reverse_curve(
curve: Geometry,
selection: Bool
)
curve: Geometry
curve: Geometry = ...
curve.reverse_curve(...)
rgb_curves - RGB Curves
rgb_curves(
mapping: Pointer,
fac: FloatFactor,
color: Color
)
color: Color
fac: FloatFactor = ...
fac.rgb_curves(...)
rotate_euler - Rotate Euler
rotate_euler(
space: 'OBJECT' | 'LOCAL',
rotation: VectorEuler,
rotate_by: VectorEuler,
axis: VectorXYZ,
angle: FloatAngle
)
rotation: Vector
rotation: VectorEuler = ...
rotation.rotate_euler(...)
rotate_instances - Rotate Instances
rotate_instances(
instances: Geometry,
selection: Bool,
rotation: VectorEuler,
pivot_point: VectorTranslation,
local_space: Bool
)
instances: Geometry
instances: Geometry = ...
instances.rotate_instances(...)
sample_curve - Sample Curve
sample_curve(
mode: 'FACTOR' | 'LENGTH',
curve: Geometry,
factor: FloatFactor,
length: FloatDistance
)
{ position: Vector, tangent: Vector, normal: Vector }
curve: Geometry = ...
curve.sample_curve(...)
scale_elements - Scale Elements
scale_elements(
domain: 'FACE' | 'EDGE',
scale_mode: 'UNIFORM' | 'SINGLE_AXIS',
geometry: Geometry,
selection: Bool,
scale: Float,
center: VectorTranslation,
axis: Vector
)
geometry: Geometry
geometry: Geometry = ...
geometry.scale_elements(...)
scale_instances - Scale Instances
scale_instances(
instances: Geometry,
selection: Bool,
scale: VectorXYZ,
center: VectorTranslation,
local_space: Bool
)
instances: Geometry
instances: Geometry = ...
instances.scale_instances(...)
scene_time - Scene Time
scene_time(
)
{ seconds: Float, frame: Float }
separate_color - Separate Color
separate_color(
mode: 'RGB' | 'HSV' | 'HSL',
color: Color
)
{ red: Float, green: Float, blue: Float, alpha: Float }
color: Color = ...
color.separate_color(...)
separate_components - Separate Components
separate_components(
geometry: Geometry
)
{ mesh: Geometry, point_cloud: Geometry, curve: Geometry, volume: Geometry, instances: Geometry }
geometry: Geometry = ...
geometry.separate_components(...)
separate_geometry - Separate Geometry
separate_geometry(
domain: 'POINT' | 'EDGE' | 'FACE' | 'CURVE' | 'INSTANCE',
geometry: Geometry,
selection: Bool
)
{ selection: Geometry, inverted: Geometry }
geometry: Geometry = ...
geometry.separate_geometry(...)
separate_xyz - Separate XYZ
separate_xyz(
vector: Vector
)
{ x: Float, y: Float, z: Float }
vector: Vector = ...
vector.separate_xyz(...)
set_curve_radius - Set Curve Radius
set_curve_radius(
curve: Geometry,
selection: Bool,
radius: FloatDistance
)
curve: Geometry
curve: Geometry = ...
curve.set_curve_radius(...)
set_curve_tilt - Set Curve Tilt
set_curve_tilt(
curve: Geometry,
selection: Bool,
tilt: FloatAngle
)
curve: Geometry
curve: Geometry = ...
curve.set_curve_tilt(...)
set_handle_positions - Set Handle Positions
set_handle_positions(
mode: 'LEFT' | 'RIGHT',
curve: Geometry,
selection: Bool,
position: Vector,
offset: Vector
)
curve: Geometry
curve: Geometry = ...
curve.set_handle_positions(...)
set_handle_type - Set Handle Type
set_handle_type(
handle_type: 'FREE' | 'AUTO' | 'VECTOR' | 'ALIGN',
mode: 'LEFT' | 'RIGHT',
curve: Geometry,
selection: Bool
)
curve: Geometry
curve: Geometry = ...
curve.set_handle_type(...)
set_id - Set ID
set_id(
geometry: Geometry,
selection: Bool,
id: Int
)
geometry: Geometry
geometry: Geometry = ...
geometry.set_id(...)
set_material - Set Material
set_material(
geometry: Geometry,
selection: Bool,
material: Material
)
geometry: Geometry
geometry: Geometry = ...
geometry.set_material(...)
set_material_index - Set Material Index
set_material_index(
geometry: Geometry,
selection: Bool,
material_index: Int
)
geometry: Geometry
geometry: Geometry = ...
geometry.set_material_index(...)
set_point_radius - Set Point Radius
set_point_radius(
points: Geometry,
selection: Bool,
radius: FloatDistance
)
points: Geometry
points: Geometry = ...
points.set_point_radius(...)
set_position - Set Position
set_position(
geometry: Geometry,
selection: Bool,
position: Vector,
offset: VectorTranslation
)
geometry: Geometry
geometry: Geometry = ...
geometry.set_position(...)
set_shade_smooth - Set Shade Smooth
set_shade_smooth(
geometry: Geometry,
selection: Bool,
shade_smooth: Bool
)
geometry: Geometry
geometry: Geometry = ...
geometry.set_shade_smooth(...)
set_spline_cyclic - Set Spline Cyclic
set_spline_cyclic(
geometry: Geometry,
selection: Bool,
cyclic: Bool
)
geometry: Geometry
geometry: Geometry = ...
geometry.set_spline_cyclic(...)
set_spline_resolution - Set Spline Resolution
set_spline_resolution(
geometry: Geometry,
selection: Bool,
resolution: Int
)
geometry: Geometry
geometry: Geometry = ...
geometry.set_spline_resolution(...)
set_spline_type - Set Spline Type
set_spline_type(
spline_type: 'CATMULL_ROM' | 'POLY' | 'BEZIER' | 'NURBS',
curve: Geometry,
selection: Bool
)
curve: Geometry
curve: Geometry = ...
curve.set_spline_type(...)
shortest_edge_paths - Shortest Edge Paths
shortest_edge_paths(
end_vertex: Bool,
edge_cost: Float
)
{ next_vertex_index: Int, total_cost: Float }
end_vertex: Bool = ...
end_vertex.shortest_edge_paths(...)
slice_string - Slice String
slice_string(
string: String,
position: Int,
length: Int
)
string: String
string: String = ...
string.slice_string(...)
special_characters - Special Characters
special_characters(
)
{ line_break: String, tab: String }
spline_length - Spline Length
spline_length(
)
{ length: Float, point_count: Int }
spline_parameter - Spline Parameter
spline_parameter(
)
{ factor: Float, length: Float, index: Int }
spline_resolution - Spline Resolution
spline_resolution(
)
resolution: Int
split_edges - Split Edges
split_edges(
mesh: Geometry,
selection: Bool
)
mesh: Geometry
mesh: Geometry = ...
mesh.split_edges(...)
star - Star
star(
points: IntUnsigned,
inner_radius: FloatDistance,
outer_radius: FloatDistance,
twist: FloatAngle
)
{ curve: Geometry, outer_points: Bool }
points: IntUnsigned = ...
points.star(...)
store_named_attribute - Store Named Attribute
store_named_attribute(
data_type: 'FLOAT' | 'INT' | 'FLOAT_VECTOR' | 'FLOAT_COLOR' | 'BYTE_COLOR' | 'STRING' | 'BOOLEAN' | 'FLOAT2' | 'INT8',
domain: 'POINT' | 'EDGE' | 'FACE' | 'CORNER' | 'CURVE' | 'INSTANCE',
geometry: Geometry,
name: String,
value: Vector | Float | Color | Bool | Int
)
geometry: Geometry
geometry: Geometry = ...
geometry.store_named_attribute(...)
string_length - String Length
string_length(
string: String
)
length: Int
string: String = ...
string.string_length(...)
string_to_curves - String to Curves
string_to_curves(
font: Pointer,
overflow: 'OVERFLOW' | 'SCALE_TO_FIT' | 'TRUNCATE',
align_x: 'LEFT' | 'CENTER' | 'RIGHT' | 'JUSTIFY' | 'FLUSH',
align_y: 'TOP_BASELINE' | 'TOP' | 'MIDDLE' | 'BOTTOM_BASELINE' | 'BOTTOM',
pivot_mode: 'MIDPOINT' | 'TOP_LEFT' | 'TOP_CENTER' | 'TOP_RIGHT' | 'BOTTOM_LEFT' | 'BOTTOM_CENTER' | 'BOTTOM_RIGHT',
string: String,
size: FloatDistance,
character_spacing: FloatDistance,
word_spacing: FloatDistance,
line_spacing: FloatDistance,
text_box_width: FloatDistance,
text_box_height: FloatDistance
)
{ curve_instances: Geometry, remainder: String, line: Int, pivot_point: Vector }
string: String = ...
string.string_to_curves(...)
subdivide_curve - Subdivide Curve
subdivide_curve(
curve: Geometry,
cuts: Int
)
curve: Geometry
curve: Geometry = ...
curve.subdivide_curve(...)
subdivide_mesh - Subdivide Mesh
subdivide_mesh(
mesh: Geometry,
level: Int
)
mesh: Geometry
mesh: Geometry = ...
mesh.subdivide_mesh(...)
subdivision_surface - Subdivision Surface
subdivision_surface(
uv_smooth: 'NONE' | 'PRESERVE_CORNERS' | 'PRESERVE_CORNERS_AND_JUNCTIONS' | 'PRESERVE_CORNERS_JUNCTIONS_AND_CONCAVE' | 'PRESERVE_BOUNDARIES' | 'SMOOTH_ALL',
boundary_smooth: 'PRESERVE_CORNERS' | 'ALL',
mesh: Geometry,
level: Int,
edge_crease: FloatFactor,
vertex_crease: FloatFactor
)
mesh: Geometry
mesh: Geometry = ...
mesh.subdivision_surface(...)
switch - Switch
switch(
input_type: 'FLOAT' | 'INT' | 'BOOLEAN' | 'VECTOR' | 'STRING' | 'RGBA' | 'OBJECT' | 'IMAGE' | 'GEOMETRY' | 'COLLECTION' | 'TEXTURE' | 'MATERIAL',
switch: Bool | Bool,
false: Float | Int | Bool | Vector | Color | String | Geometry | Object | Collection | Texture | Material | Image,
true: Float | Int | Bool | Vector | Color | String | Geometry | Object | Collection | Texture | Material | Image
)
output: Image
switch: Bool = ...
switch.switch(...)
transfer_attribute - Transfer Attribute
transfer_attribute(
mapping: 'NEAREST_FACE_INTERPOLATED' | 'NEAREST' | 'INDEX',
data_type: 'FLOAT' | 'INT' | 'FLOAT_VECTOR' | 'FLOAT_COLOR' | 'BYTE_COLOR' | 'STRING' | 'BOOLEAN' | 'FLOAT2' | 'INT8',
domain: 'POINT' | 'EDGE' | 'FACE' | 'CORNER' | 'CURVE' | 'INSTANCE',
source: Geometry,
attribute: Vector | Float | Color | Bool | Int,
source_position: Vector,
index: Int
)
attribute: Int
source: Geometry = ...
source.transfer_attribute(...)
transform - Transform
transform(
geometry: Geometry,
translation: VectorTranslation,
rotation: VectorEuler,
scale: VectorXYZ
)
geometry: Geometry
geometry: Geometry = ...
geometry.transform(...)
translate_instances - Translate Instances
translate_instances(
instances: Geometry,
selection: Bool,
translation: VectorTranslation,
local_space: Bool
)
instances: Geometry
instances: Geometry = ...
instances.translate_instances(...)
triangulate - Triangulate
triangulate(
quad_method: 'BEAUTY' | 'FIXED' | 'FIXED_ALTERNATE' | 'SHORTEST_DIAGONAL' | 'LONGEST_DIAGONAL',
ngon_method: 'BEAUTY' | 'CLIP',
mesh: Geometry,
selection: Bool,
minimum_vertices: Int
)
mesh: Geometry
mesh: Geometry = ...
mesh.triangulate(...)
trim_curve - Trim Curve
trim_curve(
mode: 'FACTOR' | 'LENGTH',
curve: Geometry,
start: FloatFactor | FloatDistance,
end: FloatFactor | FloatDistance
)
curve: Geometry
curve: Geometry = ...
curve.trim_curve(...)
uv_sphere - UV Sphere
uv_sphere(
segments: Int,
rings: Int,
radius: FloatDistance
)
mesh: Geometry
segments: Int = ...
segments.uv_sphere(...)
uv_unwrap - UV Unwrap
uv_unwrap(
method: 'ANGLE_BASED' | 'CONFORMAL',
selection: Bool,
seam: Bool,
margin: Float,
fill_holes: Bool
)
uv: Vector
selection: Bool = ...
selection.uv_unwrap(...)
value_to_string - Value to String
value_to_string(
value: Float,
decimals: Int
)
string: String
value: Float = ...
value.value_to_string(...)
vector_curves - Vector Curves
vector_curves(
mapping: Pointer,
fac: FloatFactor,
vector: Vector
)
vector: Vector
fac: FloatFactor = ...
fac.vector_curves(...)
vector_math - Vector Math
vector_math(
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',
vector: Vector | Vector | Vector,
scale: Float
)
{ vector: Vector, value: Float }
vector: Vector = ...
vector.vector_math(...)
vector_rotate - Vector Rotate
vector_rotate(
rotation_type: 'AXIS_ANGLE' | 'X_AXIS' | 'Y_AXIS' | 'Z_AXIS' | 'EULER_XYZ',
invert: Boolean,
vector: Vector,
center: Vector,
axis: Vector,
angle: FloatAngle,
rotation: VectorEuler
)
vector: Vector
vector: Vector = ...
vector.vector_rotate(...)
vertex_neighbors - Vertex Neighbors
vertex_neighbors(
)
{ vertex_count: Int, face_count: Int }
viewer - Viewer
viewer(
data_type: 'FLOAT' | 'INT' | 'FLOAT_VECTOR' | 'FLOAT_COLOR' | 'BYTE_COLOR' | 'STRING' | 'BOOLEAN' | 'FLOAT2' | 'INT8',
geometry: Geometry,
value: Float | Vector | Color | Int | Bool
)
geometry: Geometry = ...
geometry.viewer(...)
volume_cube - Volume Cube
volume_cube(
density: Float,
background: Float,
min: Vector,
max: Vector,
resolution_x: Int,
resolution_y: Int,
resolution_z: Int
)
volume: Geometry
density: Float = ...
density.volume_cube(...)
volume_to_mesh - Volume to Mesh
volume_to_mesh(
resolution_mode: 'GRID' | 'VOXEL_AMOUNT' | 'VOXEL_SIZE',
volume: Geometry,
voxel_size: FloatDistance,
voxel_amount: Float,
threshold: Float,
adaptivity: FloatFactor
)
mesh: Geometry
volume: Geometry = ...
volume.volume_to_mesh(...)
voronoi_texture - Voronoi Texture
voronoi_texture(
texture_mapping: Pointer,
color_mapping: Pointer,
voronoi_dimensions: '1D' | '2D' | '3D' | '4D',
distance: 'EUCLIDEAN' | 'MANHATTAN' | 'CHEBYCHEV' | 'MINKOWSKI',
feature: 'F1' | 'F2' | 'SMOOTH_F1' | 'DISTANCE_TO_EDGE' | 'N_SPHERE_RADIUS',
vector: Vector,
w: Float,
scale: Float,
smoothness: FloatFactor,
exponent: Float,
randomness: FloatFactor
)
{ distance: Float, color: Color, position: Vector, w: Float, radius: Float }
vector: Vector = ...
vector.voronoi_texture(...)
wave_texture - Wave Texture
wave_texture(
texture_mapping: Pointer,
color_mapping: Pointer,
wave_type: 'BANDS' | 'RINGS',
bands_direction: 'X' | 'Y' | 'Z' | 'DIAGONAL',
rings_direction: 'X' | 'Y' | 'Z' | 'SPHERICAL',
wave_profile: 'SIN' | 'SAW' | 'TRI',
vector: Vector,
scale: Float,
distortion: Float,
detail: Float,
detail_scale: Float,
detail_roughness: FloatFactor,
phase_offset: Float
)
{ color: Color, fac: Float }
vector: Vector = ...
vector.wave_texture(...)
white_noise - White Noise
white_noise(
noise_dimensions: '1D' | '2D' | '3D' | '4D',
vector: Vector,
w: Float
)
{ value: Float, color: Color }
vector: Vector = ...
vector.white_noise(...)