Skip to content

Cross Reference

3D Cursor

bl_idname : GeometryNodeTool3DCursor

nd

nd._3d_cursor(cls)

AOV Output

bl_idname : ShaderNodeOutputAOV

class Color

Color.aov_output(self, value: Float = None, aov_name = '')

snd

nd.aov_output(cls, color: Color = None, value: Float = None, aov_name = '')

Accumulate Field

bl_idname : GeometryNodeAccumulateField

class Point

Mesh.points.accumulate_field(cls, value: Float | Integer | Vector | Matrix = None, group_id: Integer = None)

class Edge

Mesh.edges.accumulate_field(cls, value: Float | Integer | Vector | Matrix = None, group_id: Integer = None)

class Face

Mesh.faces.accumulate_field(cls, value: Float | Integer | Vector | Matrix = None, group_id: Integer = None)

class Corner

Mesh.corners.accumulate_field(cls, value: Float | Integer | Vector | Matrix = None, group_id: Integer = None)

class Spline

Spline.splines.accumulate_field(cls, value: Float | Integer | Vector | Matrix = None, group_id: Integer = None)

class Instance

Instances.insts.accumulate_field(cls, value: Float | Integer | Vector | Matrix = None, group_id: Integer = None)

class Layer

GreasePencil.layers.accumulate_field(cls, value: Float | Integer | Vector | Matrix = None, group_id: Integer = None)

nd

nd.accumulate_field(cls,
                    value: Float = None,
                    group_id: Integer = None,
                    data_type: Literal['FLOAT', 'INT', 'FLOAT_VECTOR', 'TRANSFORM'] = 'FLOAT',
                    domain: Literal['POINT', 'EDGE', 'FACE', 'CORNER', 'CURVE', 'INSTANCE', 'LAYER'] = 'POINT')

Active Camera

bl_idname : GeometryNodeInputActiveCamera

class Object

Object.ActiveCamera(cls)

nd

nd.active_camera(self)

Active Element

bl_idname : GeometryNodeToolActiveElement

class Point

Mesh.points.active_element(cls)

class Edge

Mesh.edges.active_element(cls)

class Face

Mesh.faces.active_element(cls)

class Layer

GreasePencil.layers.active_element(cls)

nd

nd.active_element(cls, domain: Literal['POINT', 'EDGE', 'FACE', 'LAYER'] = 'POINT')

Add Shader

bl_idname : ShaderNodeAddShader

class Shader

Shader.add(self, shader: Shader = None)

snd

nd.add_shader(cls, shader: Shader = None, shader_1: Shader = None)

Advect Grid

bl_idname : GeometryNodeGridAdvect

class Float

Float.advect_grid(self,
                    velocity: Vector = None,
                    time_step: Float = None,
                    integration_scheme: Literal['Semi-Lagrangian', 'Midpoint', 'Runge-Kutta 3', 'Runge-Kutta 4', 'MacCormack', 'BFECC'] = None,
                    limiter: Literal['None', 'Clamp', 'Revert'] = None)

class Integer

Integer.advect_grid(self,
                    velocity: Vector = None,
                    time_step: Float = None,
                    integration_scheme: Literal['Semi-Lagrangian', 'Midpoint', 'Runge-Kutta 3', 'Runge-Kutta 4', 'MacCormack', 'BFECC'] = None,
                    limiter: Literal['None', 'Clamp', 'Revert'] = None)

class Vector

Vector.advect_grid(self,
                    velocity: Vector = None,
                    time_step: Float = None,
                    integration_scheme: Literal['Semi-Lagrangian', 'Midpoint', 'Runge-Kutta 3', 'Runge-Kutta 4', 'MacCormack', 'BFECC'] = None,
                    limiter: Literal['None', 'Clamp', 'Revert'] = None)

nd

nd.advect_grid(cls,
                    grid: Float = None,
                    velocity: Vector = None,
                    time_step: Float = None,
                    integration_scheme: Literal['Semi-Lagrangian', 'Midpoint', 'Runge-Kutta 3', 'Runge-Kutta 4', 'MacCormack', 'BFECC'] = None,
                    limiter: Literal['None', 'Clamp', 'Revert'] = None,
                    data_type: Literal['FLOAT', 'INT', 'VECTOR'] = 'FLOAT')

Align Rotation to Vector

bl_idname : FunctionNodeAlignRotationToVector

class Rotation

Rotation.AlignToVector(cls,
                    vector: Vector = None,
                    factor: Float = None,
                    axis: Literal['X', 'Y', 'Z'] = 'Z',
                    pivot_axis: Literal['AUTO', 'X', 'Y', 'Z'] = 'AUTO')
Rotation.AlignXToVector(cls,
                    vector: Vector = None,
                    factor: Float = None,
                    pivot_axis: Literal['AUTO', 'X', 'Y', 'Z'] = 'AUTO')
Rotation.AlignYToVector(cls,
                    vector: Vector = None,
                    factor: Float = None,
                    pivot_axis: Literal['AUTO', 'X', 'Y', 'Z'] = 'AUTO')
Rotation.AlignZToVector(cls,
                    vector: Vector = None,
                    factor: Float = None,
                    pivot_axis: Literal['AUTO', 'X', 'Y', 'Z'] = 'AUTO')
Rotation.align_to_vector(self,
                    vector: Vector = None,
                    factor: Float = None,
                    axis: Literal['X', 'Y', 'Z'] = 'Z',
                    pivot_axis: Literal['AUTO', 'X', 'Y', 'Z'] = 'AUTO')
Rotation.align_x_to_vector(self,
                    vector: Vector = None,
                    factor: Float = None,
                    pivot_axis: Literal['AUTO', 'X', 'Y', 'Z'] = 'AUTO')
Rotation.align_y_to_vector(self,
                    vector: Vector = None,
                    factor: Float = None,
                    pivot_axis: Literal['AUTO', 'X', 'Y', 'Z'] = 'AUTO')
Rotation.align_z_to_vector(self,
                    vector: Vector = None,
                    factor: Float = None,
                    pivot_axis: Literal['AUTO', 'X', 'Y', 'Z'] = 'AUTO')

nd

nd.align_rotation_to_vector(cls,
                    rotation: Rotation = None,
                    vector: Vector = None,
                    factor: Float = None,
                    axis: Literal['X', 'Y', 'Z'] = 'Z',
                    pivot_axis: Literal['AUTO', 'X', 'Y', 'Z'] = 'AUTO')

Ambient Occlusion

bl_idname : ShaderNodeAmbientOcclusion

class Color

Color.ambient_occlusion(self,
                    distance: Float = None,
                    normal: Vector = None,
                    inside = False,
                    only_local = False,
                    samples = 16)

snd

nd.ambient_occlusion(cls,
                    color: Color = None,
                    distance: Float = None,
                    normal: Vector = None,
                    inside = False,
                    only_local = False,
                    samples = 16)

Arc

bl_idname : GeometryNodeCurveArc

class Curve

Curve.ArcPoints(cls,
                    resolution: Integer = None,
                    start: Vector = None,
                    middle: Vector = None,
                    end: Vector = None,
                    offset_angle: Float = None,
                    connect_center: Boolean = None,
                    invert_arc: Boolean = None)
Curve.ArcRadius(cls,
                    resolution: Integer = None,
                    radius: Float = None,
                    start_angle: Float = None,
                    sweep_angle: Float = None,
                    connect_center: Boolean = None,
                    invert_arc: Boolean = None)
Curve.Arc(cls,
                    resolution: Integer = None,
                    radius: Float = None,
                    start_angle: Float = None,
                    sweep_angle: Float = None,
                    connect_center: Boolean = None,
                    invert_arc: Boolean = None,
                    mode: Literal['POINTS', 'RADIUS'] = 'RADIUS')

nd

nd.arc(cls,
                    resolution: Integer = None,
                    start: Vector = None,
                    middle: Vector = None,
                    end: Vector = None,
                    radius: Float = None,
                    start_angle: Float = None,
                    sweep_angle: Float = None,
                    offset_angle: Float = None,
                    connect_center: Boolean = None,
                    invert_arc: Boolean = None,
                    mode: Literal['POINTS', 'RADIUS'] = 'RADIUS')

Attribute

bl_idname : ShaderNodeAttribute

snd

nd.attribute(cls,
                    attribute_name = '',
                    attribute_type: Literal['GEOMETRY', 'OBJECT', 'INSTANCER', 'VIEW_LAYER'] = 'GEOMETRY')

Attribute Statistic

bl_idname : GeometryNodeAttributeStatistic

class Point

Mesh.points.attribute_statistic(self, attribute: Float | Vector = None)

class Edge

Mesh.edges.attribute_statistic(self, attribute: Float | Vector = None)

class Face

Mesh.faces.attribute_statistic(self, attribute: Float | Vector = None)

class Corner

Mesh.corners.attribute_statistic(self, attribute: Float | Vector = None)

class Spline

Spline.splines.attribute_statistic(self, attribute: Float | Vector = None)

class Instance

Instances.insts.attribute_statistic(self, attribute: Float | Vector = None)

class Layer

GreasePencil.layers.attribute_statistic(self, attribute: Float | Vector = None)

nd

nd.attribute_statistic(cls,
                    geometry: Geometry = None,
                    selection: Boolean = None,
                    attribute: Float = None,
                    data_type: Literal['FLOAT', 'FLOAT_VECTOR'] = 'FLOAT',
                    domain: Literal['POINT', 'EDGE', 'FACE', 'CORNER', 'CURVE', 'INSTANCE', 'LAYER'] = 'POINT')

Axes to Rotation

bl_idname : FunctionNodeAxesToRotation

class Rotation

Rotation.FromAxes(cls,
                    primary_axis_1: Vector = None,
                    secondary_axis_1: Vector = None,
                    primary_axis: Literal['X', 'Y', 'Z'] = 'Z',
                    secondary_axis: Literal['X', 'Y', 'Z'] = 'X')
Rotation.FromXYAxes(cls, primary_axis: Vector = None, secondary_axis: Vector = None)
Rotation.FromYXAxes(cls, primary_axis: Vector = None, secondary_axis: Vector = None)
Rotation.FromXZAxes(cls, primary_axis: Vector = None, secondary_axis: Vector = None)
Rotation.FromZXAxes(cls, primary_axis: Vector = None, secondary_axis: Vector = None)
Rotation.FromYZAxes(cls, primary_axis: Vector = None, secondary_axis: Vector = None)
Rotation.FromZYAxes(cls, primary_axis: Vector = None, secondary_axis: Vector = None)

nd

nd.axes_to_rotation(cls,
                    primary_axis_1: Vector = None,
                    secondary_axis_1: Vector = None,
                    primary_axis: Literal['X', 'Y', 'Z'] = 'Z',
                    secondary_axis: Literal['X', 'Y', 'Z'] = 'X')

Axis Angle to Rotation

bl_idname : FunctionNodeAxisAngleToRotation

class Rotation

Rotation.FromAxisAngle(cls, axis: Vector = None, angle: Float = None)

nd

nd.axis_angle_to_rotation(cls, axis: Vector = None, angle: Float = None)

Background

bl_idname : ShaderNodeBackground

class Color

Color.background(self, strength: Float = None)

snd

nd.background(cls, color: Color = None, strength: Float = None, weight: Float = None)

Bake

bl_idname : GeometryNodeBake

nd

nd.bake(cls, named_sockets: dict = {}, **sockets)

Bevel

bl_idname : ShaderNodeBevel

class Float

Float.bevel(self, normal: Vector = None, samples = 4)

snd

nd.bevel(cls, radius: Float = None, normal: Vector = None, samples = 4)

Bit Math

bl_idname : FunctionNodeBitMath

class Integer

Integer.bw_and(self, b: Integer = None)
Integer.bw_or(self, b: Integer = None)
Integer.bw_xor(self, b: Integer = None)
Integer.bw_not(self)
Integer.bw_shift(self, shift: Integer = None)
Integer.bw_rotate(self, shift: Integer = None)

class gnmath

gnmath.bw_and(a: Integer = None, b: Integer = None)
gnmath.bw_or(a: Integer = None, b: Integer = None)
gnmath.bw_xor(a: Integer = None, b: Integer = None)
gnmath.bw_not(a: Integer = None)
gnmath.bw_shift(a: Integer = None, shift: Integer = None)
gnmath.bw_rotate(a: Integer = None, shift: Integer = None)

nd

nd.bit_math(cls,
                    a: Integer = None,
                    b: Integer = None,
                    shift: Integer = None,
                    operation: Literal['AND', 'OR', 'XOR', 'NOT', 'SHIFT', 'ROTATE'] = 'AND')

Blackbody

bl_idname : ShaderNodeBlackbody

class Color

Color.Blackbody(cls, temperature: Float = None)

nd

nd.blackbody(cls, temperature: Float = None)

snd

nd.blackbody(cls, temperature: Float = None)

Blur Attribute

bl_idname : GeometryNodeBlurAttribute

class Float

Float.blur(self, iterations: Integer = None, weight: Float = None)

class Integer

Integer.blur(self, iterations: Integer = None, weight: Float = None)

class Vector

Vector.blur(self, iterations: Integer = None, weight: Float = None)

class Color

Color.blur(self, iterations: Integer = None, weight: Float = None)

nd

nd.blur_attribute(cls,
                    value: Float = None,
                    iterations: Integer = None,
                    weight: Float = None,
                    data_type: Literal['FLOAT', 'INT', 'FLOAT_VECTOR', 'FLOAT_COLOR'] = 'FLOAT')

Bone Info

bl_idname : GeometryNodeBoneInfo

class Object

Object.bone_info(self,
                    bone_name: String = None,
                    transform_space: Literal['ORIGINAL', 'RELATIVE'] = 'ORIGINAL')

nd

nd.bone_info(cls,
                    armature: Object = None,
                    bone_name: String = None,
                    transform_space: Literal['ORIGINAL', 'RELATIVE'] = 'ORIGINAL')

Boolean

bl_idname : FunctionNodeInputBool

nd

nd.boolean(cls, boolean = False)

Boolean Math

bl_idname : FunctionNodeBooleanMath

class Boolean

Boolean.band(self, boolean: Boolean = None)
Boolean.bor(self, boolean: Boolean = None)
Boolean.bnot(self)
Boolean.not_and(self, boolean: Boolean = None)
Boolean.nor(self, boolean: Boolean = None)
Boolean.xnor(self, boolean: Boolean = None)
Boolean.xor(self, boolean: Boolean = None)
Boolean.imply(self, boolean: Boolean = None)
Boolean.nimply(self, boolean: Boolean = None)

class gnmath

gnmath.band(boolean: Boolean = None, boolean_1: Boolean = None)
gnmath.bor(boolean: Boolean = None, boolean_1: Boolean = None)
gnmath.bnot(boolean: Boolean = None)
gnmath.not_and(boolean: Boolean = None, boolean_1: Boolean = None)
gnmath.nor(boolean: Boolean = None, boolean_1: Boolean = None)
gnmath.xnor(boolean: Boolean = None, boolean_1: Boolean = None)
gnmath.xor(boolean: Boolean = None, boolean_1: Boolean = None)
gnmath.imply(boolean: Boolean = None, boolean_1: Boolean = None)
gnmath.nimply(boolean: Boolean = None, boolean_1: Boolean = None)

nd

nd.boolean_math(cls,
                    boolean: Boolean = None,
                    boolean_1: Boolean = None,
                    operation: Literal['AND', 'OR', 'NOT', 'NAND', 'NOR', 'XNOR', 'XOR', 'IMPLY', 'NIMPLY'] = 'AND')

Bounding Box

bl_idname : GeometryNodeBoundBox

class Geometry

Geometry.bounding_box(self, use_radius: Boolean = None)

nd

nd.bounding_box(cls, geometry: Geometry = None, use_radius: Boolean = None)

Brick Texture

bl_idname : ShaderNodeTexBrick

class Color

Color.Brick(cls,
                    vector: Vector = None,
                    color1: Color = None,
                    color2: Color = None,
                    mortar: Color = None,
                    scale: Float = None,
                    mortar_size: Float = None,
                    mortar_smooth: Float = None,
                    bias: Float = None,
                    brick_width: Float = None,
                    row_height: Float = None,
                    offset = 0.5,
                    offset_frequency = 2,
                    squash = 1.0,
                    squash_frequency = 2)

class Texture

Texture.Brick(cls,
                    vector: Vector = None,
                    color1: Color = None,
                    color2: Color = None,
                    mortar: Color = None,
                    scale: Float = None,
                    mortar_size: Float = None,
                    mortar_smooth: Float = None,
                    bias: Float = None,
                    brick_width: Float = None,
                    row_height: Float = None,
                    offset = 0.5,
                    offset_frequency = 2,
                    squash = 1.0,
                    squash_frequency = 2)

nd

nd.brick_texture(cls,
                    vector: Vector = None,
                    color1: Color = None,
                    color2: Color = None,
                    mortar: Color = None,
                    scale: Float = None,
                    mortar_size: Float = None,
                    mortar_smooth: Float = None,
                    bias: Float = None,
                    brick_width: Float = None,
                    row_height: Float = None,
                    offset = 0.5,
                    offset_frequency = 2,
                    squash = 1.0,
                    squash_frequency = 2)

snd

nd.brick_texture(cls,
                    vector: Vector = None,
                    color1: Color = None,
                    color2: Color = None,
                    mortar: Color = None,
                    scale: Float = None,
                    mortar_size: Float = None,
                    mortar_smooth: Float = None,
                    bias: Float = None,
                    brick_width: Float = None,
                    row_height: Float = None,
                    offset = 0.5,
                    offset_frequency = 2,
                    squash = 1.0,
                    squash_frequency = 2)

Brightness/Contrast

bl_idname : ShaderNodeBrightContrast

class Color

Color.brightness_contrast(self, brightness: Float = None, contrast: Float = None)

snd

nd.brightness_contrast(cls, color: Color = None, brightness: Float = None, contrast: Float = None)

Bump

bl_idname : ShaderNodeBump

class Float

Float.bump(self,
                    distance: Float = None,
                    filter_width: Float = None,
                    height: Float = None,
                    normal: Vector = None,
                    invert = False)

snd

nd.bump(cls,
                    strength: Float = None,
                    distance: Float = None,
                    filter_width: Float = None,
                    height: Float = None,
                    normal: Vector = None,
                    invert = False)

Bézier Segment

bl_idname : GeometryNodeCurvePrimitiveBezierSegment

class Curve

Curve.BeziersegmentPosition(cls,
                    resolution: Integer = None,
                    start: Vector = None,
                    start_handle: Vector = None,
                    end_handle: Vector = None,
                    end: Vector = None)
Curve.BeziersegmentOffset(cls,
                    resolution: Integer = None,
                    start: Vector = None,
                    start_handle: Vector = None,
                    end_handle: Vector = None,
                    end: Vector = None)
Curve.BezierSegment(cls,
                    resolution: Integer = None,
                    start: Vector = None,
                    start_handle: Vector = None,
                    end_handle: Vector = None,
                    end: Vector = None,
                    mode: Literal['POSITION', 'OFFSET'] = 'POSITION')

nd

nd.bezier_segment(cls,
                    resolution: Integer = None,
                    start: Vector = None,
                    start_handle: Vector = None,
                    end_handle: Vector = None,
                    end: Vector = None,
                    mode: Literal['POSITION', 'OFFSET'] = 'POSITION')

Camera Data

bl_idname : ShaderNodeCameraData

snd

nd.camera_data(cls)

Camera Info

bl_idname : GeometryNodeCameraInfo

class Object

Object.camera_info(self)

nd

nd.camera_info(cls, camera: Object = None)

Capture Attribute

bl_idname : GeometryNodeCaptureAttribute

class Domain

Domain.capture_attribute(attribute=None, **attributes)
Domain.capture(attribute=None, **attributes)

Checker Texture

bl_idname : ShaderNodeTexChecker

class Color

Color.Checker(cls,
                    vector: Vector = None,
                    color1: Color = None,
                    color2: Color = None,
                    scale: Float = None)

class Texture

Texture.Checker(cls,
                    vector: Vector = None,
                    color1: Color = None,
                    color2: Color = None,
                    scale: Float = None)

nd

nd.checker_texture(cls,
                    vector: Vector = None,
                    color1: Color = None,
                    color2: Color = None,
                    scale: Float = None)

snd

nd.checker_texture(cls,
                    vector: Vector = None,
                    color1: Color = None,
                    color2: Color = None,
                    scale: Float = None)

Clamp

bl_idname : ShaderNodeClamp

class Float

Float.clamp(self,
                    min: Float = None,
                    max: Float = None,
                    clamp_type: Literal['MINMAX', 'RANGE'] = 'MINMAX')
Float.clamp_minmax(self, min: Float = None, max: Float = None)
Float.clamp_range(self, min: Float = None, max: Float = None)

nd

nd.clamp(cls,
                    value: Float = None,
                    min: Float = None,
                    max: Float = None,
                    clamp_type: Literal['MINMAX', 'RANGE'] = 'MINMAX')

snd

nd.clamp(cls,
                    value: Float = None,
                    min: Float = None,
                    max: Float = None,
                    clamp_type: Literal['MINMAX', 'RANGE'] = 'MINMAX')

Clip Grid

bl_idname : GeometryNodeGridClip

class Float

Float.clip_grid(self,
                    min_x: Integer = None,
                    min_y: Integer = None,
                    min_z: Integer = None,
                    max_x: Integer = None,
                    max_y: Integer = None,
                    max_z: Integer = None)

class Integer

Integer.clip_grid(self,
                    min_x: Integer = None,
                    min_y: Integer = None,
                    min_z: Integer = None,
                    max_x: Integer = None,
                    max_y: Integer = None,
                    max_z: Integer = None)

class Boolean

Boolean.clip_grid(self,
                    min_x: Integer = None,
                    min_y: Integer = None,
                    min_z: Integer = None,
                    max_x: Integer = None,
                    max_y: Integer = None,
                    max_z: Integer = None)

class Vector

Vector.clip_grid(self,
                    min_x: Integer = None,
                    min_y: Integer = None,
                    min_z: Integer = None,
                    max_x: Integer = None,
                    max_y: Integer = None,
                    max_z: Integer = None)

nd

nd.clip_grid(cls,
                    grid: Float = None,
                    min_x: Integer = None,
                    min_y: Integer = None,
                    min_z: Integer = None,
                    max_x: Integer = None,
                    max_y: Integer = None,
                    max_z: Integer = None,
                    data_type: Literal['FLOAT', 'INT', 'BOOLEAN', 'VECTOR'] = 'FLOAT')

Closure Input

bl_idname : NodeClosureInput

nd

nd.closure_input(self)

snd

nd.closure_input(self)

Closure Output

bl_idname : NodeClosureOutput

nd

nd.closure_output(cls, active_input_index = 0, active_output_index = 0, define_signature = False)

snd

nd.closure_output(cls, active_input_index = 0, active_output_index = 0, define_signature = False)

Collection

bl_idname : GeometryNodeInputCollection

nd

nd.collection(cls, collection = None)

Collection Info

bl_idname : GeometryNodeCollectionInfo

class Collection

Collection.info(self,
                    separate_children: Boolean = None,
                    reset_children: Boolean = None,
                    transform_space: Literal['ORIGINAL', 'RELATIVE'] = 'ORIGINAL')

nd

nd.collection_info(cls,
                    collection: Collection = None,
                    separate_children: Boolean = None,
                    reset_children: Boolean = None,
                    transform_space: Literal['ORIGINAL', 'RELATIVE'] = 'ORIGINAL')

Color

bl_idname : ShaderNodeRGB

snd

nd.color(self)

Color Attribute

bl_idname : ShaderNodeVertexColor

class Color

Color.ColorAttribute(cls, layer_name = '')

snd

nd.color_attribute(cls, layer_name = '')

Color Ramp

bl_idname : ShaderNodeValToRGB

nd

nd.color_ramp(fac=None, stops=None, interpolation='LINEAR')

snd

nd.color_ramp(fac=None, stops=None, interpolation='LINEAR')

Combine Bundle

bl_idname : NodeCombineBundle

class Bundle

Bundle.Combine(cls, named_sockets: dict = {}, define_signature = False, **sockets)

nd

nd.combine_bundle(cls, named_sockets: dict = {}, define_signature = False, **sockets)

snd

nd.combine_bundle(cls, named_sockets: dict = {}, define_signature = False, **sockets)

Combine Color

bl_idname : ShaderNodeCombineColor

class Float

Float.combine_color_RGB(self, green: Float = None, blue: Float = None)
Float.combine_color_HSV(self, saturation: Float = None, value: Float = None)
Float.combine_color_HSL(self, saturation: Float = None, lightness: Float = None)
Float.combine_color(self,
                    green: Float = None,
                    blue: Float = None,
                    mode: Literal['RGB', 'HSV', 'HSL'] = 'RGB')

snd

nd.combine_color(cls,
                    red: Float = None,
                    green: Float = None,
                    blue: Float = None,
                    mode: Literal['RGB', 'HSV', 'HSL'] = 'RGB')

Combine Matrix

bl_idname : FunctionNodeCombineMatrix

class Matrix

Matrix.Combine(cls,
                    column_1_row_1: Float = None,
                    column_1_row_2: Float = None,
                    column_1_row_3: Float = None,
                    column_1_row_4: Float = None,
                    column_2_row_1: Float = None,
                    column_2_row_2: Float = None,
                    column_2_row_3: Float = None,
                    column_2_row_4: Float = None,
                    column_3_row_1: Float = None,
                    column_3_row_2: Float = None,
                    column_3_row_3: Float = None,
                    column_3_row_4: Float = None,
                    column_4_row_1: Float = None,
                    column_4_row_2: Float = None,
                    column_4_row_3: Float = None,
                    column_4_row_4: Float = None)

nd

nd.combine_matrix(cls,
                    column_1_row_1: Float = None,
                    column_1_row_2: Float = None,
                    column_1_row_3: Float = None,
                    column_1_row_4: Float = None,
                    column_2_row_1: Float = None,
                    column_2_row_2: Float = None,
                    column_2_row_3: Float = None,
                    column_2_row_4: Float = None,
                    column_3_row_1: Float = None,
                    column_3_row_2: Float = None,
                    column_3_row_3: Float = None,
                    column_3_row_4: Float = None,
                    column_4_row_1: Float = None,
                    column_4_row_2: Float = None,
                    column_4_row_3: Float = None,
                    column_4_row_4: Float = None)

Combine Transform

bl_idname : FunctionNodeCombineTransform

class Matrix

Matrix.CombineTransform(cls,
                    translation: Vector = None,
                    rotation: Rotation = None,
                    scale: Vector = None)

nd

nd.combine_transform(cls,
                    translation: Vector = None,
                    rotation: Rotation = None,
                    scale: Vector = None)

Combine XYZ

bl_idname : ShaderNodeCombineXYZ

class Vector

Vector.CombineXYZ(cls, x: Float = None, y: Float = None, z: Float = None)

nd

nd.combine_xyz(cls, x: Float = None, y: Float = None, z: Float = None)

snd

nd.combine_xyz(cls, x: Float = None, y: Float = None, z: Float = None)

Compare

bl_idname : FunctionNodeCompare

class Float

Float.less_than(self, b: Float = None)
Float.less_equal(self, b: Float = None)
Float.greater_than(self, b: Float = None)
Float.greater_equal(self, b: Float = None)
Float.equal(self, b: Float = None, epsilon: Float = None)
Float.not_equal(self, b: Float = None, epsilon: Float = None)

class Integer

Integer.less_than(self, b: Integer = None)
Integer.less_equal(self, b: Integer = None)
Integer.greater_than(self, b: Integer = None)
Integer.greater_equal(self, b: Integer = None)
Integer.equal(self, b: Integer = None)
Integer.not_equal(self, b: Integer = None)

class Vector

Vector.less_than(self, b: Vector = None)
Vector.less_equal(self, b: Vector = None)
Vector.greater_than(self, b: Vector = None)
Vector.greater_equal(self, b: Vector = None)
Vector.equal(self, b: Vector = None, epsilon: Float = None)
Vector.not_equal(self, b: Vector = None, epsilon: Float = None)

class String

String.equal(self, b: String = None)
String.not_equal(self, b: String = None)

class Color

Color.equal(self, b: Color = None, epsilon: Float = None)
Color.not_equal(self, b: Color = None, epsilon: Float = None)
Color.brighter(self, b: Color = None)
Color.darker(self, b: Color = None)

nd

nd.compare(cls,
                    a: Float = None,
                    b: Float = None,
                    a_1: Integer = None,
                    b_1: Integer = None,
                    a_2: Vector = None,
                    b_2: Vector = None,
                    a_3: Color = None,
                    b_3: Color = None,
                    a_4: String = None,
                    b_4: String = None,
                    c: Float = None,
                    angle: Float = None,
                    epsilon: Float = None,
                    data_type: Literal['FLOAT', 'INT', 'VECTOR', 'RGBA', 'STRING'] = 'FLOAT',
                    mode: Literal['ELEMENT', 'LENGTH', 'AVERAGE', 'DOT_PRODUCT', 'DIRECTION'] = 'ELEMENT',
                    operation: Literal['LESS_THAN', 'LESS_EQUAL', 'GREATER_THAN', 'GREATER_EQUAL', 'EQUAL', 'NOT_EQUAL'] = 'GREATER_THAN')

Cone

bl_idname : GeometryNodeMeshCone

class Mesh

Mesh.Cone(cls,
                    vertices: Integer = None,
                    side_segments: Integer = None,
                    fill_segments: Integer = None,
                    radius_top: Float = None,
                    radius_bottom: Float = None,
                    depth: Float = None,
                    fill_type: Literal['NONE', 'NGON', 'TRIANGLE_FAN'] = 'NGON')

nd

nd.cone(cls,
                    vertices: Integer = None,
                    side_segments: Integer = None,
                    fill_segments: Integer = None,
                    radius_top: Float = None,
                    radius_bottom: Float = None,
                    depth: Float = None,
                    fill_type: Literal['NONE', 'NGON', 'TRIANGLE_FAN'] = 'NGON')

Convex Hull

bl_idname : GeometryNodeConvexHull

class Geometry

Geometry.convex_hull(self)

nd

nd.convex_hull(cls, geometry: Geometry = None)

Corners of Edge

bl_idname : GeometryNodeCornersOfEdge

class Mesh

Mesh.corners_of_edge(cls,
                    edge_index: Integer = None,
                    weights: Float = None,
                    sort_index: Integer = None)

class Edge

Mesh.edges.corners(cls,
                    edge_index: Integer = None,
                    weights: Float = None,
                    sort_index: Integer = None)
Mesh.edges.corner_index(cls,
                    edge_index: Integer = None,
                    weights: Float = None,
                    sort_index: Integer = None)
Mesh.edges.corners_total(cls,
                    edge_index: Integer = None,
                    weights: Float = None,
                    sort_index: Integer = None)

nd

nd.corners_of_edge(cls,
                    edge_index: Integer = None,
                    weights: Float = None,
                    sort_index: Integer = None)

Corners of Face

bl_idname : GeometryNodeCornersOfFace

class Mesh

Mesh.corners_of_face(cls,
                    face_index: Integer = None,
                    weights: Float = None,
                    sort_index: Integer = None)

class Face

Mesh.faces.corners(cls,
                    face_index: Integer = None,
                    weights: Float = None,
                    sort_index: Integer = None)
Mesh.faces.corner_index(cls,
                    face_index: Integer = None,
                    weights: Float = None,
                    sort_index: Integer = None)
Mesh.faces.corners_total(cls,
                    face_index: Integer = None,
                    weights: Float = None,
                    sort_index: Integer = None)

nd

nd.corners_of_face(cls,
                    face_index: Integer = None,
                    weights: Float = None,
                    sort_index: Integer = None)

Corners of Vertex

bl_idname : GeometryNodeCornersOfVertex

class Mesh

Mesh.corners_of_vertex(cls,
                    vertex_index: Integer = None,
                    weights: Float = None,
                    sort_index: Integer = None)

class Vertex

Mesh.points.corners(cls,
                    vertex_index: Integer = None,
                    weights: Float = None,
                    sort_index: Integer = None)
Mesh.points.corner_index(cls,
                    vertex_index: Integer = None,
                    weights: Float = None,
                    sort_index: Integer = None)
Mesh.points.corners_total(cls,
                    vertex_index: Integer = None,
                    weights: Float = None,
                    sort_index: Integer = None)

nd

nd.corners_of_vertex(cls,
                    vertex_index: Integer = None,
                    weights: Float = None,
                    sort_index: Integer = None)

Cube

bl_idname : GeometryNodeMeshCube

class Mesh

Mesh.Cube(cls,
                    size: Vector = None,
                    vertices_x: Integer = None,
                    vertices_y: Integer = None,
                    vertices_z: Integer = None)

nd

nd.cube(cls,
                    size: Vector = None,
                    vertices_x: Integer = None,
                    vertices_y: Integer = None,
                    vertices_z: Integer = None)

Cube Grid Topology

bl_idname : GeometryNodeCubeGridTopology

class Boolean

Boolean.CubeGridTopology(cls,
                    bounds_min: Vector = None,
                    bounds_max: Vector = None,
                    resolution_x: Integer = None,
                    resolution_y: Integer = None,
                    resolution_z: Integer = None,
                    min_x: Integer = None,
                    min_y: Integer = None,
                    min_z: Integer = None)

nd

nd.cube_grid_topology(cls,
                    bounds_min: Vector = None,
                    bounds_max: Vector = None,
                    resolution_x: Integer = None,
                    resolution_y: Integer = None,
                    resolution_z: Integer = None,
                    min_x: Integer = None,
                    min_y: Integer = None,
                    min_z: Integer = None)

Curve Circle

bl_idname : GeometryNodeCurvePrimitiveCircle

class Curve

Curve.CirclePoints(cls,
                    resolution: Integer = None,
                    point_1: Vector = None,
                    point_2: Vector = None,
                    point_3: Vector = None)
Curve.CircleRadius(cls, resolution: Integer = None, radius: Float = None)
Curve.Circle(cls,
                    resolution: Integer = None,
                    radius: Float = None,
                    mode: Literal['POINTS', 'RADIUS'] = 'RADIUS')

nd

nd.curve_circle(cls,
                    resolution: Integer = None,
                    point_1: Vector = None,
                    point_2: Vector = None,
                    point_3: Vector = None,
                    radius: Float = None,
                    mode: Literal['POINTS', 'RADIUS'] = 'RADIUS')

Curve Handle Positions

bl_idname : GeometryNodeInputCurveHandlePositions

class Curve

Curve.handle_positions(cls, relative: Boolean = None)
prop = Curve.left_handle_position
prop = Curve.right_handle_position
prop = Curve.left_handle_offset
prop = Curve.right_handle_offset

nd

nd.curve_handle_positions(cls, relative: Boolean = None)

Curve Length

bl_idname : GeometryNodeCurveLength

class Curve

Curve.length(self)

nd

nd.curve_length(cls, curve: Curve = None)

Curve Line

bl_idname : GeometryNodeCurvePrimitiveLine

class Curve

Curve.LinePoints(cls, start: Vector = None, end: Vector = None)
Curve.LineDirection(cls, start: Vector = None, direction: Vector = None, length: Float = None)
Curve.Line(cls,
                    start: Vector = None,
                    end: Vector = None,
                    mode: Literal['POINTS', 'DIRECTION'] = 'POINTS')

nd

nd.curve_line(cls,
                    start: Vector = None,
                    end: Vector = None,
                    direction: Vector = None,
                    length: Float = None,
                    mode: Literal['POINTS', 'DIRECTION'] = 'POINTS')

Curve Tangent

bl_idname : GeometryNodeInputTangent

class Curve

prop = Curve.tangent

nd

nd.curve_tangent(self)

Curve Tilt

bl_idname : GeometryNodeInputCurveTilt

class Curve

prop = Curve.tilt

class Spline

prop = Spline.splines.tilt

nd

nd.curve_tilt(self)

Curve of Point

bl_idname : GeometryNodeCurveOfPoint

class Curve

Curve.curve_of_point(cls, point_index: Integer = None)

class SplinePoint

Spline.points.curve_of_point(cls, point_index: Integer = None)
Spline.points.curve_index(cls, point_index: Integer = None)
Spline.points.index_in_curve(cls, point_index: Integer = None)

nd

nd.curve_of_point(cls, point_index: Integer = None)

Curve to Mesh

bl_idname : GeometryNodeCurveToMesh

class Curve

Curve.to_mesh(self,
                    profile_curve: Curve = None,
                    scale: Float = None,
                    fill_caps: Boolean = None)

nd

nd.curve_to_mesh(cls,
                    curve: Curve = None,
                    profile_curve: Curve = None,
                    scale: Float = None,
                    fill_caps: Boolean = None)

Curve to Points

bl_idname : GeometryNodeCurveToPoints

class Curve

Curve.to_points_evaluated(self)
Curve.to_points_count(self, count: Integer = None)
Curve.to_points_length(self, length: Float = None)
Curve.to_points(self,
                    count: Integer = None,
                    mode: Literal['EVALUATED', 'COUNT', 'LENGTH'] = 'COUNT')

class SplinePoint

Spline.points.to_points_evaluated(self)
Spline.points.to_points_count(self, count: Integer = None)
Spline.points.to_points_length(self, length: Float = None)
Spline.points.to_points(self,
                    count: Integer = None,
                    mode: Literal['EVALUATED', 'COUNT', 'LENGTH'] = 'COUNT')

nd

nd.curve_to_points(cls,
                    curve: Curve = None,
                    count: Integer = None,
                    length: Float = None,
                    mode: Literal['EVALUATED', 'COUNT', 'LENGTH'] = 'COUNT')

Curves Info

bl_idname : ShaderNodeHairInfo

snd

nd.curves_info(cls)

Curves to Grease Pencil

bl_idname : GeometryNodeCurvesToGreasePencil

class Curve

Curve.to_grease_pencil(self, instances_as_layers: Boolean = None)

nd

nd.curves_to_grease_pencil(cls,
                    curves: Curve = None,
                    selection: Boolean = None,
                    instances_as_layers: Boolean = None)

Cylinder

bl_idname : GeometryNodeMeshCylinder

class Mesh

Mesh.Cylinder(cls,
                    vertices: Integer = None,
                    side_segments: Integer = None,
                    fill_segments: Integer = None,
                    radius: Float = None,
                    depth: Float = None,
                    fill_type: Literal['NONE', 'NGON', 'TRIANGLE_FAN'] = 'NGON')

nd

nd.cylinder(cls,
                    vertices: Integer = None,
                    side_segments: Integer = None,
                    fill_segments: Integer = None,
                    radius: Float = None,
                    depth: Float = None,
                    fill_type: Literal['NONE', 'NGON', 'TRIANGLE_FAN'] = 'NGON')

Deform Curves on Surface

bl_idname : GeometryNodeDeformCurvesOnSurface

class Curve

Curve.deform_on_surface(self)

nd

nd.deform_curves_on_surface(cls, curves: Curve = None)

Delete Geometry

bl_idname : GeometryNodeDeleteGeometry

class Point

Mesh.points.delete_geometry_all(self)
Mesh.points.delete_geometry_edge_face(self)
Mesh.points.delete_geometry_only_face(self)
Mesh.points.delete_geometry(self, mode: Literal['ALL', 'EDGE_FACE', 'ONLY_FACE'] = 'ALL')
Mesh.points.delete_all(self)
Mesh.points.delete_edge_face(self)
Mesh.points.delete_only_face(self)
Mesh.points.delete(self, mode: Literal['ALL', 'EDGE_FACE', 'ONLY_FACE'] = 'ALL')

class Edge

Mesh.edges.delete_geometry_all(self)
Mesh.edges.delete_geometry_edge_face(self)
Mesh.edges.delete_geometry_only_face(self)
Mesh.edges.delete_geometry(self, mode: Literal['ALL', 'EDGE_FACE', 'ONLY_FACE'] = 'ALL')
Mesh.edges.delete_all(self)
Mesh.edges.delete_edge_face(self)
Mesh.edges.delete_only_face(self)
Mesh.edges.delete(self, mode: Literal['ALL', 'EDGE_FACE', 'ONLY_FACE'] = 'ALL')

class Face

Mesh.faces.delete_geometry_all(self)
Mesh.faces.delete_geometry_edge_face(self)
Mesh.faces.delete_geometry_only_face(self)
Mesh.faces.delete_geometry(self, mode: Literal['ALL', 'EDGE_FACE', 'ONLY_FACE'] = 'ALL')
Mesh.faces.delete_all(self)
Mesh.faces.delete_edge_face(self)
Mesh.faces.delete_only_face(self)
Mesh.faces.delete(self, mode: Literal['ALL', 'EDGE_FACE', 'ONLY_FACE'] = 'ALL')

class Spline

Spline.splines.delete_geometry_all(self)
Spline.splines.delete_geometry_edge_face(self)
Spline.splines.delete_geometry_only_face(self)
Spline.splines.delete_geometry(self, mode: Literal['ALL', 'EDGE_FACE', 'ONLY_FACE'] = 'ALL')
Spline.splines.delete_all(self)
Spline.splines.delete_edge_face(self)
Spline.splines.delete_only_face(self)
Spline.splines.delete(self, mode: Literal['ALL', 'EDGE_FACE', 'ONLY_FACE'] = 'ALL')

class Instance

Instances.insts.delete_geometry_all(self)
Instances.insts.delete_geometry_edge_face(self)
Instances.insts.delete_geometry_only_face(self)
Instances.insts.delete_geometry(self, mode: Literal['ALL', 'EDGE_FACE', 'ONLY_FACE'] = 'ALL')
Instances.insts.delete_all(self)
Instances.insts.delete_edge_face(self)
Instances.insts.delete_only_face(self)
Instances.insts.delete(self, mode: Literal['ALL', 'EDGE_FACE', 'ONLY_FACE'] = 'ALL')

class Layer

GreasePencil.layers.delete_geometry_all(self)
GreasePencil.layers.delete_geometry_edge_face(self)
GreasePencil.layers.delete_geometry_only_face(self)
GreasePencil.layers.delete_geometry(self, mode: Literal['ALL', 'EDGE_FACE', 'ONLY_FACE'] = 'ALL')
GreasePencil.layers.delete_all(self)
GreasePencil.layers.delete_edge_face(self)
GreasePencil.layers.delete_only_face(self)
GreasePencil.layers.delete(self, mode: Literal['ALL', 'EDGE_FACE', 'ONLY_FACE'] = 'ALL')

nd

nd.delete_geometry(cls,
                    geometry: Geometry = None,
                    selection: Boolean = None,
                    domain: Literal['POINT', 'EDGE', 'FACE', 'CURVE', 'INSTANCE', 'LAYER'] = 'POINT',
                    mode: Literal['ALL', 'EDGE_FACE', 'ONLY_FACE'] = 'ALL')

Dial Gizmo

bl_idname : GeometryNodeGizmoDial

class Float

Float.dial_gizmo(self,
                    *value: Float,
                    position: Vector = None,
                    up: Vector = None,
                    screen_space: Boolean = None,
                    radius: Float = None,
                    color_id: Literal['PRIMARY', 'SECONDARY', 'X', 'Y', 'Z'] = 'PRIMARY')

nd

nd.dial_gizmo(cls,
                    *value: Float,
                    position: Vector = None,
                    up: Vector = None,
                    screen_space: Boolean = None,
                    radius: Float = None,
                    color_id: Literal['PRIMARY', 'SECONDARY', 'X', 'Y', 'Z'] = 'PRIMARY')

Diffuse BSDF

bl_idname : ShaderNodeBsdfDiffuse

class Shader

Shader.Diffuse(cls, color: Color = None, roughness: Float = None, normal: Vector = None)

snd

nd.diffuse_bsdf(cls,
                    color: Color = None,
                    roughness: Float = None,
                    normal: Vector = None,
                    weight: Float = None)

Displacement

bl_idname : ShaderNodeDisplacement

class Float

Float.displacement(self,
                    midlevel: Float = None,
                    scale: Float = None,
                    normal: Vector = None,
                    space: Literal['OBJECT', 'WORLD'] = 'OBJECT')

snd

nd.displacement(cls,
                    height: Float = None,
                    midlevel: Float = None,
                    scale: Float = None,
                    normal: Vector = None,
                    space: Literal['OBJECT', 'WORLD'] = 'OBJECT')

Distribute Points in Grid

bl_idname : GeometryNodeDistributePointsInGrid

class Float

Float.distribute_points_in_grid_density_random(self, density: Float = None, seed: Integer = None)
Float.distribute_points_in_grid_density_grid(self, spacing: Vector = None, threshold: Float = None)
Float.distribute_points_in_grid(self,
                    density: Float = None,
                    seed: Integer = None,
                    mode: Literal['DENSITY_RANDOM', 'DENSITY_GRID'] = 'DENSITY_RANDOM')

nd

nd.distribute_points_in_grid(cls,
                    grid: Float = None,
                    density: Float = None,
                    seed: Integer = None,
                    spacing: Vector = None,
                    threshold: Float = None,
                    mode: Literal['DENSITY_RANDOM', 'DENSITY_GRID'] = 'DENSITY_RANDOM')

Distribute Points in Volume

bl_idname : GeometryNodeDistributePointsInVolume

class Volume

Volume.distribute_points(self,
                    mode: Literal['Random', 'Grid'] = None,
                    density: Float = None,
                    seed: Integer = None,
                    spacing: Vector = None,
                    threshold: Float = None)

nd

nd.distribute_points_in_volume(cls,
                    volume: Volume = None,
                    mode: Literal['Random', 'Grid'] = None,
                    density: Float = None,
                    seed: Integer = None,
                    spacing: Vector = None,
                    threshold: Float = None)

Distribute Points on Faces

bl_idname : GeometryNodeDistributePointsOnFaces

class Mesh

Mesh.distribute_points_on_faces(self,
                    density: Float = None,
                    seed: Integer = None,
                    distribute_method: Literal['RANDOM', 'POISSON'] = 'RANDOM')
Mesh.distribute_points_on_faces_random(self, density: Float = None, seed: Integer = None)
Mesh.distribute_points_on_faces_poisson(self,
                    distance_min: Float = None,
                    density_max: Float = None,
                    density_factor: Float = None,
                    seed: Integer = None)

class Face

Mesh.faces.distribute_points(self,
                    density: Float = None,
                    seed: Integer = None,
                    distribute_method: Literal['RANDOM', 'POISSON'] = 'RANDOM')
Mesh.faces.distribute_points_random(self, density: Float = None, seed: Integer = None)
Mesh.faces.distribute_points_poisson(self,
                    distance_min: Float = None,
                    density_max: Float = None,
                    density_factor: Float = None,
                    seed: Integer = None)

nd

nd.distribute_points_on_faces(cls,
                    mesh: Mesh = None,
                    selection: Boolean = None,
                    distance_min: Float = None,
                    density_max: Float = None,
                    density: Float = None,
                    density_factor: Float = None,
                    seed: Integer = None,
                    distribute_method: Literal['RANDOM', 'POISSON'] = 'RANDOM')

Domain Size

bl_idname : GeometryNodeAttributeDomainSize

class Mesh

Mesh.domain_size(self)

class Curve

Curve.domain_size(self)

class Cloud

Cloud.domain_size(self)

class Instances

Instances.domain_size(self)

class GreasePencil

GreasePencil.domain_size(self)

nd

nd.domain_size(cls,
                    geometry: Geometry = None,
                    component: Literal['MESH', 'POINTCLOUD', 'CURVE', 'INSTANCES', 'GREASEPENCIL'] = 'MESH')

Dual Mesh

bl_idname : GeometryNodeDualMesh

class Mesh

Mesh.dual(self, keep_boundaries: Boolean = None)

nd

nd.dual_mesh(cls, mesh: Mesh = None, keep_boundaries: Boolean = None)

Duplicate Elements

bl_idname : GeometryNodeDuplicateElements

class Point

Mesh.points.duplicate(self, amount: Integer = None)

class Edge

Mesh.edges.duplicate(self, amount: Integer = None)

class Face

Mesh.faces.duplicate(self, amount: Integer = None)

class Spline

Spline.splines.duplicate(self, amount: Integer = None)

class Layer

GreasePencil.layers.duplicate(self, amount: Integer = None)

class Instance

Instances.insts.duplicate(self, amount: Integer = None)

nd

nd.duplicate_elements(cls,
                    geometry: Geometry = None,
                    selection: Boolean = None,
                    amount: Integer = None,
                    domain: Literal['POINT', 'EDGE', 'FACE', 'SPLINE', 'LAYER', 'INSTANCE'] = 'POINT')

Edge Angle

bl_idname : GeometryNodeInputMeshEdgeAngle

class Mesh

prop = Mesh.edge_angle
prop = Mesh.unsigned_edge_angle
prop = Mesh.signed_edge_angle

class Edge

prop = Mesh.edges.edge_angle
prop = Mesh.edges.unsigned_angle
prop = Mesh.edges.signed_angle

nd

nd.edge_angle(cls)

Edge Neighbors

bl_idname : GeometryNodeInputMeshEdgeNeighbors

class Mesh

prop = Mesh.edge_neighbors

class Edge

prop = Mesh.edges.face_count

nd

nd.edge_neighbors(self)

Edge Paths to Curves

bl_idname : GeometryNodeEdgePathsToCurves

class Mesh

Mesh.edge_paths_to_curves(self, start_vertices: Boolean = None, next_vertex_index: Integer = None)

class Edge

Mesh.edges.paths_to_curves(self, start_vertices: Boolean = None, next_vertex_index: Integer = None)

nd

nd.edge_paths_to_curves(cls,
                    mesh: Mesh = None,
                    start_vertices: Boolean = None,
                    next_vertex_index: Integer = None)

Edge Paths to Selection

bl_idname : GeometryNodeEdgePathsToSelection

class Mesh

Mesh.edge_paths_to_selection(cls, start_vertices: Boolean = None, next_vertex_index: Integer = None)

class Edge

Mesh.edges.paths_to_selection(cls, start_vertices: Boolean = None, next_vertex_index: Integer = None)

nd

nd.edge_paths_to_selection(cls, start_vertices: Boolean = None, next_vertex_index: Integer = None)

Edge Vertices

bl_idname : GeometryNodeInputMeshEdgeVertices

class Mesh

prop = Mesh.edge_vertices

class Edge

prop = Mesh.edges.edge_vertices
prop = Mesh.edges.vertex_index_1
prop = Mesh.edges.vertex_index_2
prop = Mesh.edges.position_1
prop = Mesh.edges.position_2

nd

nd.edge_vertices(cls)

Edges of Corner

bl_idname : GeometryNodeEdgesOfCorner

class Mesh

Mesh.edges_of_corner(cls, corner_index: Integer = None)

class Corner

Mesh.corners.edges(cls, corner_index: Integer = None)
Mesh.corners.next_edge_index(cls, corner_index: Integer = None)
Mesh.corners.previous_edge_index(cls, corner_index: Integer = None)

nd

nd.edges_of_corner(cls, corner_index: Integer = None)

Edges of Vertex

bl_idname : GeometryNodeEdgesOfVertex

class Mesh

Mesh.edges_of_vertex(cls,
                    vertex_index: Integer = None,
                    weights: Float = None,
                    sort_index: Integer = None)

class Vertex

Mesh.points.edges(cls,
                    vertex_index: Integer = None,
                    weights: Float = None,
                    sort_index: Integer = None)
Mesh.points.edge_index(cls,
                    vertex_index: Integer = None,
                    weights: Float = None,
                    sort_index: Integer = None)
Mesh.points.edges_total(cls,
                    vertex_index: Integer = None,
                    weights: Float = None,
                    sort_index: Integer = None)

nd

nd.edges_of_vertex(cls,
                    vertex_index: Integer = None,
                    weights: Float = None,
                    sort_index: Integer = None)

Edges to Face Groups

bl_idname : GeometryNodeEdgesToFaceGroups

class Mesh

Mesh.edges_to_face_groups(cls, boundary_edges: Boolean = None)

class Edge

Mesh.edges.to_face_groups(cls, boundary_edges: Boolean = None)

nd

nd.edges_to_face_groups(cls, boundary_edges: Boolean = None)

Emission

bl_idname : ShaderNodeEmission

class Shader

Shader.Emission(cls, color: Color = None, strength: Float = None)

snd

nd.emission(cls, color: Color = None, strength: Float = None, weight: Float = None)

Enable Output

bl_idname : NodeEnableOutput

class Float

Float.enable_output(self, enable: Boolean = None)

class Integer

Integer.enable_output(self, enable: Boolean = None)

class Boolean

Boolean.enable_output(self, enable: Boolean = None)

class Vector

Vector.enable_output(self, enable: Boolean = None)

class Color

Color.enable_output(self, enable: Boolean = None)

class Rotation

Rotation.enable_output(self, enable: Boolean = None)

class Matrix

Matrix.enable_output(self, enable: Boolean = None)

class String

String.enable_output(self, enable: Boolean = None)

class Menu

Menu.enable_output(self, enable: Boolean = None)

class Object

Object.enable_output(self, enable: Boolean = None)

class Image

Image.enable_output(self, enable: Boolean = None)

class Geometry

Geometry.enable_output(self, enable: Boolean = None)

class Collection

Collection.enable_output(self, enable: Boolean = None)

class Material

Material.enable_output(self, enable: Boolean = None)

class Bundle

Bundle.enable_output(self, enable: Boolean = None)

class Closure

Closure.enable_output(self, enable: Boolean = None)

class Font

Font.enable_output(self, enable: Boolean = None)

nd

nd.enable_output(cls,
                    enable: Boolean = None,
                    value: Float = None,
                    data_type: Literal['FLOAT', 'INT', 'BOOLEAN', 'VECTOR', 'RGBA', 'ROTATION', 'MATRIX', 'STRING', 'MENU', 'OBJECT', 'IMAGE', 'GEOMETRY', 'COLLECTION', 'MATERIAL', 'BUNDLE', 'CLOSURE', 'FONT'] = 'FLOAT')

Endpoint Selection

bl_idname : GeometryNodeCurveEndpointSelection

class Curve

Curve.endpoint_selection(cls, start_size: Integer = None, end_size: Integer = None)

nd

nd.endpoint_selection(cls, start_size: Integer = None, end_size: Integer = None)

Environment Texture

bl_idname : ShaderNodeTexEnvironment

class Vector

Vector.environment_texture(self,
                    image = None,
                    interpolation: Literal['Linear', 'Closest', 'Cubic', 'Smart'] = 'Linear',
                    projection: Literal['EQUIRECTANGULAR', 'MIRROR_BALL'] = 'EQUIRECTANGULAR')

snd

nd.environment_texture(cls,
                    vector: Vector = None,
                    image = None,
                    interpolation: Literal['Linear', 'Closest', 'Cubic', 'Smart'] = 'Linear',
                    projection: Literal['EQUIRECTANGULAR', 'MIRROR_BALL'] = 'EQUIRECTANGULAR')

Euler to Rotation

bl_idname : FunctionNodeEulerToRotation

class Rotation

Rotation.FromEuler(cls, euler: Vector = None)

class Vector

Vector.to_rotation(self)

nd

nd.euler_to_rotation(cls, euler: Vector = None)

Evaluate Closure

bl_idname : NodeEvaluateClosure

nd

nd.evaluate_closure(cls,
                    closure: Closure = None,
                    active_input_index = 0,
                    active_output_index = 0,
                    define_signature = False)

snd

nd.evaluate_closure(cls,
                    closure: Closure = None,
                    active_input_index = 0,
                    active_output_index = 0,
                    define_signature = False)

Evaluate at Index

bl_idname : GeometryNodeFieldAtIndex

class Point

Mesh.points.evaluate_at_index(cls,
                    value: Float | Integer | Boolean | Vector | Color | Rotation | Matrix = None,
                    index: Integer = None)

class Edge

Mesh.edges.evaluate_at_index(cls,
                    value: Float | Integer | Boolean | Vector | Color | Rotation | Matrix = None,
                    index: Integer = None)

class Face

Mesh.faces.evaluate_at_index(cls,
                    value: Float | Integer | Boolean | Vector | Color | Rotation | Matrix = None,
                    index: Integer = None)

class Corner

Mesh.corners.evaluate_at_index(cls,
                    value: Float | Integer | Boolean | Vector | Color | Rotation | Matrix = None,
                    index: Integer = None)

class Spline

Spline.splines.evaluate_at_index(cls,
                    value: Float | Integer | Boolean | Vector | Color | Rotation | Matrix = None,
                    index: Integer = None)

class Instance

Instances.insts.evaluate_at_index(cls,
                    value: Float | Integer | Boolean | Vector | Color | Rotation | Matrix = None,
                    index: Integer = None)

class Layer

GreasePencil.layers.evaluate_at_index(cls,
                    value: Float | Integer | Boolean | Vector | Color | Rotation | Matrix = None,
                    index: Integer = None)

nd

nd.evaluate_at_index(cls,
                    value: Float = None,
                    index: Integer = None,
                    data_type: Literal['FLOAT', 'INT', 'BOOLEAN', 'FLOAT_VECTOR', 'FLOAT_COLOR', 'QUATERNION', 'FLOAT4X4'] = 'FLOAT',
                    domain: Literal['POINT', 'EDGE', 'FACE', 'CORNER', 'CURVE', 'INSTANCE', 'LAYER'] = 'POINT')

Evaluate on Domain

bl_idname : GeometryNodeFieldOnDomain

class Point

Mesh.points.evaluate_on_domain(cls,
                    value: Float | Integer | Boolean | Vector | Color | Rotation | Matrix = None)

class Edge

Mesh.edges.evaluate_on_domain(cls,
                    value: Float | Integer | Boolean | Vector | Color | Rotation | Matrix = None)

class Face

Mesh.faces.evaluate_on_domain(cls,
                    value: Float | Integer | Boolean | Vector | Color | Rotation | Matrix = None)

class Corner

Mesh.corners.evaluate_on_domain(cls,
                    value: Float | Integer | Boolean | Vector | Color | Rotation | Matrix = None)

class Spline

Spline.splines.evaluate_on_domain(cls,
                    value: Float | Integer | Boolean | Vector | Color | Rotation | Matrix = None)

class Instance

Instances.insts.evaluate_on_domain(cls,
                    value: Float | Integer | Boolean | Vector | Color | Rotation | Matrix = None)

class Layer

GreasePencil.layers.evaluate_on_domain(cls,
                    value: Float | Integer | Boolean | Vector | Color | Rotation | Matrix = None)

nd

nd.evaluate_on_domain(cls,
                    value: Float = None,
                    data_type: Literal['FLOAT', 'INT', 'BOOLEAN', 'FLOAT_VECTOR', 'FLOAT_COLOR', 'QUATERNION', 'FLOAT4X4'] = 'FLOAT',
                    domain: Literal['POINT', 'EDGE', 'FACE', 'CORNER', 'CURVE', 'INSTANCE', 'LAYER'] = 'POINT')

Extrude Mesh

bl_idname : GeometryNodeExtrudeMesh

class Mesh

Mesh.extrude_vertices(self, offset: Vector = None, offset_scale: Float = None)
Mesh.extrude_edges(self, offset: Vector = None, offset_scale: Float = None)
Mesh.extrude_faces(self,
                    offset: Vector = None,
                    offset_scale: Float = None,
                    individual: Boolean = None)
Mesh.extrude(self,
                    offset: Vector = None,
                    offset_scale: Float = None,
                    individual: Boolean = None,
                    mode: Literal['VERTICES', 'EDGES', 'FACES'] = 'FACES')

class Vertex

Mesh.points.extrude(self, offset: Vector = None, offset_scale: Float = None)

class Edge

Mesh.edges.extrude(self, offset: Vector = None, offset_scale: Float = None)

class Face

Mesh.faces.extrude(self,
                    offset: Vector = None,
                    offset_scale: Float = None,
                    individual: Boolean = None)

nd

nd.extrude_mesh(cls,
                    mesh: Mesh = None,
                    selection: Boolean = None,
                    offset: Vector = None,
                    offset_scale: Float = None,
                    individual: Boolean = None,
                    mode: Literal['VERTICES', 'EDGES', 'FACES'] = 'FACES')

Face Area

bl_idname : GeometryNodeInputMeshFaceArea

class Mesh

prop = Mesh.face_area

class Face

prop = Mesh.faces.area

nd

nd.face_area(self)

Face Group Boundaries

bl_idname : GeometryNodeMeshFaceSetBoundaries

class Mesh

Mesh.face_group_boundaries(cls, face_group_id: Integer = None)

nd

nd.face_group_boundaries(cls, face_group_id: Integer = None)

Face Neighbors

bl_idname : GeometryNodeInputMeshFaceNeighbors

class Mesh

prop = Mesh.face_neighbors

class Face

prop = Mesh.faces.neighbors
prop = Mesh.faces.neighbors_vertex_count
prop = Mesh.faces.neighbors_face_count

nd

nd.face_neighbors(cls)

Face Set

bl_idname : GeometryNodeToolFaceSet

nd

nd.face_set(cls)

Face of Corner

bl_idname : GeometryNodeFaceOfCorner

class Mesh

Mesh.face_of_corner(cls, corner_index: Integer = None)

class Corner

Mesh.corners.face(cls, corner_index: Integer = None)
Mesh.corners.face_index(cls, corner_index: Integer = None)
Mesh.corners.index_in_face(cls, corner_index: Integer = None)

nd

nd.face_of_corner(cls, corner_index: Integer = None)

Field Average

bl_idname : GeometryNodeFieldAverage

class Point

Mesh.points.field_average(cls,
                    value: Float | Vector = None,
                    group_id: Integer = None,
                    domain: Literal['POINT', 'EDGE', 'FACE', 'CORNER', 'CURVE', 'INSTANCE', 'LAYER'] = 'POINT')

class Edge

Mesh.edges.field_average(cls,
                    value: Float | Vector = None,
                    group_id: Integer = None,
                    domain: Literal['POINT', 'EDGE', 'FACE', 'CORNER', 'CURVE', 'INSTANCE', 'LAYER'] = 'POINT')

class Face

Mesh.faces.field_average(cls,
                    value: Float | Vector = None,
                    group_id: Integer = None,
                    domain: Literal['POINT', 'EDGE', 'FACE', 'CORNER', 'CURVE', 'INSTANCE', 'LAYER'] = 'POINT')

class Corner

Mesh.corners.field_average(cls,
                    value: Float | Vector = None,
                    group_id: Integer = None,
                    domain: Literal['POINT', 'EDGE', 'FACE', 'CORNER', 'CURVE', 'INSTANCE', 'LAYER'] = 'POINT')

class Spline

Spline.splines.field_average(cls,
                    value: Float | Vector = None,
                    group_id: Integer = None,
                    domain: Literal['POINT', 'EDGE', 'FACE', 'CORNER', 'CURVE', 'INSTANCE', 'LAYER'] = 'POINT')

class Instance

Instances.insts.field_average(cls,
                    value: Float | Vector = None,
                    group_id: Integer = None,
                    domain: Literal['POINT', 'EDGE', 'FACE', 'CORNER', 'CURVE', 'INSTANCE', 'LAYER'] = 'POINT')

class Layer

GreasePencil.layers.field_average(cls,
                    value: Float | Vector = None,
                    group_id: Integer = None,
                    domain: Literal['POINT', 'EDGE', 'FACE', 'CORNER', 'CURVE', 'INSTANCE', 'LAYER'] = 'POINT')

nd

nd.field_average(cls,
                    value: Float = None,
                    group_id: Integer = None,
                    data_type: Literal['FLOAT', 'FLOAT_VECTOR'] = 'FLOAT',
                    domain: Literal['POINT', 'EDGE', 'FACE', 'CORNER', 'CURVE', 'INSTANCE', 'LAYER'] = 'POINT')

Field Min & Max

bl_idname : GeometryNodeFieldMinAndMax

class Point

Mesh.points.field_min_max(cls,
                    value: Float | Integer | Vector = None,
                    group_id: Integer = None,
                    domain: Literal['POINT', 'EDGE', 'FACE', 'CORNER', 'CURVE', 'INSTANCE', 'LAYER'] = 'POINT')

class Edge

Mesh.edges.field_min_max(cls,
                    value: Float | Integer | Vector = None,
                    group_id: Integer = None,
                    domain: Literal['POINT', 'EDGE', 'FACE', 'CORNER', 'CURVE', 'INSTANCE', 'LAYER'] = 'POINT')

class Face

Mesh.faces.field_min_max(cls,
                    value: Float | Integer | Vector = None,
                    group_id: Integer = None,
                    domain: Literal['POINT', 'EDGE', 'FACE', 'CORNER', 'CURVE', 'INSTANCE', 'LAYER'] = 'POINT')

class Corner

Mesh.corners.field_min_max(cls,
                    value: Float | Integer | Vector = None,
                    group_id: Integer = None,
                    domain: Literal['POINT', 'EDGE', 'FACE', 'CORNER', 'CURVE', 'INSTANCE', 'LAYER'] = 'POINT')

class Spline

Spline.splines.field_min_max(cls,
                    value: Float | Integer | Vector = None,
                    group_id: Integer = None,
                    domain: Literal['POINT', 'EDGE', 'FACE', 'CORNER', 'CURVE', 'INSTANCE', 'LAYER'] = 'POINT')

class Instance

Instances.insts.field_min_max(cls,
                    value: Float | Integer | Vector = None,
                    group_id: Integer = None,
                    domain: Literal['POINT', 'EDGE', 'FACE', 'CORNER', 'CURVE', 'INSTANCE', 'LAYER'] = 'POINT')

class Layer

GreasePencil.layers.field_min_max(cls,
                    value: Float | Integer | Vector = None,
                    group_id: Integer = None,
                    domain: Literal['POINT', 'EDGE', 'FACE', 'CORNER', 'CURVE', 'INSTANCE', 'LAYER'] = 'POINT')

nd

nd.field_min_max(cls,
                    value: Float = None,
                    group_id: Integer = None,
                    data_type: Literal['FLOAT', 'INT', 'FLOAT_VECTOR'] = 'FLOAT',
                    domain: Literal['POINT', 'EDGE', 'FACE', 'CORNER', 'CURVE', 'INSTANCE', 'LAYER'] = 'POINT')

Field Variance

bl_idname : GeometryNodeFieldVariance

class Point

Mesh.points.field_variance(cls,
                    value: Float | Vector = None,
                    group_id: Integer = None,
                    domain: Literal['POINT', 'EDGE', 'FACE', 'CORNER', 'CURVE', 'INSTANCE', 'LAYER'] = 'POINT')

class Edge

Mesh.edges.field_variance(cls,
                    value: Float | Vector = None,
                    group_id: Integer = None,
                    domain: Literal['POINT', 'EDGE', 'FACE', 'CORNER', 'CURVE', 'INSTANCE', 'LAYER'] = 'POINT')

class Face

Mesh.faces.field_variance(cls,
                    value: Float | Vector = None,
                    group_id: Integer = None,
                    domain: Literal['POINT', 'EDGE', 'FACE', 'CORNER', 'CURVE', 'INSTANCE', 'LAYER'] = 'POINT')

class Corner

Mesh.corners.field_variance(cls,
                    value: Float | Vector = None,
                    group_id: Integer = None,
                    domain: Literal['POINT', 'EDGE', 'FACE', 'CORNER', 'CURVE', 'INSTANCE', 'LAYER'] = 'POINT')

class Spline

Spline.splines.field_variance(cls,
                    value: Float | Vector = None,
                    group_id: Integer = None,
                    domain: Literal['POINT', 'EDGE', 'FACE', 'CORNER', 'CURVE', 'INSTANCE', 'LAYER'] = 'POINT')

class Instance

Instances.insts.field_variance(cls,
                    value: Float | Vector = None,
                    group_id: Integer = None,
                    domain: Literal['POINT', 'EDGE', 'FACE', 'CORNER', 'CURVE', 'INSTANCE', 'LAYER'] = 'POINT')

class Layer

GreasePencil.layers.field_variance(cls,
                    value: Float | Vector = None,
                    group_id: Integer = None,
                    domain: Literal['POINT', 'EDGE', 'FACE', 'CORNER', 'CURVE', 'INSTANCE', 'LAYER'] = 'POINT')

nd

nd.field_variance(cls,
                    value: Float = None,
                    group_id: Integer = None,
                    data_type: Literal['FLOAT', 'FLOAT_VECTOR'] = 'FLOAT',
                    domain: Literal['POINT', 'EDGE', 'FACE', 'CORNER', 'CURVE', 'INSTANCE', 'LAYER'] = 'POINT')

Field to Grid

bl_idname : GeometryNodeFieldToGrid

class Float

Float.field_to_grid(self, named_sockets: dict = {}, **sockets)

class Integer

Integer.field_to_grid(self, named_sockets: dict = {}, **sockets)

class Boolean

Boolean.field_to_grid(self, named_sockets: dict = {}, **sockets)

class Vector

Vector.field_to_grid(self, named_sockets: dict = {}, **sockets)

nd

nd.field_to_grid(cls,
                    named_sockets: dict = {},
                    topology: Float = None,
                    data_type: Literal['FLOAT', 'INT', 'BOOLEAN', 'VECTOR'] = 'FLOAT',
                    **sockets)

Field to List

bl_idname : GeometryNodeFieldToList

nd

nd.field_to_list(cls, named_sockets: dict = {}, count: Integer = None, **sockets)

Fill Curve

bl_idname : GeometryNodeFillCurve

class Curve

Curve.fill(self,
                    group_id: Integer = None,
                    mode: Literal['Triangles', 'N-gons'] = None,
                    fill_rule: Literal['Even-Odd', 'Non-Zero'] = None)

nd

nd.fill_curve(cls,
                    curve: Curve = None,
                    group_id: Integer = None,
                    mode: Literal['Triangles', 'N-gons'] = None,
                    fill_rule: Literal['Even-Odd', 'Non-Zero'] = None)

Fillet Curve

bl_idname : GeometryNodeFilletCurve

class Curve

Curve.fillet(self,
                    radius: Float = None,
                    limit_radius: Boolean = None,
                    mode: Literal['Bézier', 'Poly'] = None,
                    count: Integer = None)

nd

nd.fillet_curve(cls,
                    curve: Curve = None,
                    radius: Float = None,
                    limit_radius: Boolean = None,
                    mode: Literal['Bézier', 'Poly'] = None,
                    count: Integer = None)

Find in String

bl_idname : FunctionNodeFindInString

class String

String.find_in_string(self, search: String = None)
String.find(self, search: String = None)

nd

nd.find_in_string(cls, string: String = None, search: String = None)

Flip Faces

bl_idname : GeometryNodeFlipFaces

class Mesh

Mesh.flip_faces(self)

nd

nd.flip_faces(cls, mesh: Mesh = None, selection: Boolean = None)

Float Curve

bl_idname : ShaderNodeFloatCurve

nd

nd.float_curve(cls, value: Float = None, factor: Float = None)

snd

nd.float_curve(cls, value: Float = None, factor: Float = None)

Float to Integer

bl_idname : FunctionNodeFloatToInt

class Float

Float.to_integer(self,
                    rounding_mode: Literal['ROUND', 'FLOOR', 'CEILING', 'TRUNCATE'] = 'ROUND')

nd

nd.float_to_integer(cls,
                    float: Float = None,
                    rounding_mode: Literal['ROUND', 'FLOOR', 'CEILING', 'TRUNCATE'] = 'ROUND')

For Each Geometry Element Input

bl_idname : GeometryNodeForeachGeometryElementInput

class Domain

with GeoNodes("For Each Element example"):

    for feel in Mesh.Cube().points.for_each(position=nd.position):
        cube = Mesh.Cube(size=0.3)
        cube.transform(translation=feel.position)
        feel.geometry = cube

    feel.generated.out()

For Each Geometry Element Output

bl_idname : GeometryNodeForeachGeometryElementOutput

class Domain

with GeoNodes("For Each Element example"):

    for feel in Mesh.Cube().points.for_each(position=nd.position):
        cube = Mesh.Cube(size=0.3)
        cube.transform(translation=feel.position)
        feel.geometry = cube

    feel.generated.out()

Format String

bl_idname : FunctionNodeFormatString

class String

String.format(self, named_sockets: dict = {}, **sockets)
String.Format(cls, named_sockets: dict = {}, format: String = None, **sockets)

nd

nd.format_string(cls, named_sockets: dict = {}, format: String = None, **sockets)

Frame

bl_idname : NodeFrame

class Layout

with GeoNodes("Layout Example"):

    geo = Geometry()
    tr = Vector(name="Translaion")

    with Layout("Group node in a Frame"):
        geo += Geometry(geo).transform(translation=tr)

    geo.out()       

Fresnel

bl_idname : ShaderNodeFresnel

class Float

Float.fresnel(self, normal: Vector = None)

snd

nd.fresnel(cls, ior: Float = None, normal: Vector = None)

Gabor Texture

bl_idname : ShaderNodeTexGabor

class Float

Float.Gabor(cls,
                    vector: Vector = None,
                    scale: Float = None,
                    frequency: Float = None,
                    anisotropy: Float = None,
                    orientation: Float = None,
                    gabor_type: Literal['2D', '3D'] = '2D')

class Texture

Texture.Gabor(cls,
                    vector: Vector = None,
                    scale: Float = None,
                    frequency: Float = None,
                    anisotropy: Float = None,
                    orientation: Float = None,
                    gabor_type: Literal['2D', '3D'] = '2D')

nd

nd.gabor_texture(cls,
                    vector: Vector = None,
                    scale: Float = None,
                    frequency: Float = None,
                    anisotropy: Float = None,
                    orientation: Float = None,
                    orientation_1: Vector = None,
                    gabor_type: Literal['2D', '3D'] = '2D')

snd

nd.gabor_texture(cls,
                    vector: Vector = None,
                    scale: Float = None,
                    frequency: Float = None,
                    anisotropy: Float = None,
                    orientation: Float = None,
                    orientation_1: Vector = None,
                    gabor_type: Literal['2D', '3D'] = '2D')

Gamma

bl_idname : ShaderNodeGamma

class Color

Color.gamma(self, gamma: Float = None)

nd

nd.gamma(cls, color: Color = None, gamma: Float = None)

snd

nd.gamma(cls, color: Color = None, gamma: Float = None)

Geometry

bl_idname : ShaderNodeNewGeometry

snd

nd.geometry(cls)

Geometry Proximity

bl_idname : GeometryNodeProximity

class Geometry

Geometry.proximity(self,
                    group_id: Integer = None,
                    sample_position: Vector = None,
                    sample_group_id: Integer = None,
                    target_element: Literal['POINTS', 'EDGES', 'FACES'] = 'FACES')
Geometry.proximity_points(self,
                    group_id: Integer = None,
                    sample_position: Vector = None,
                    sample_group_id: Integer = None)
Geometry.proximity_edges(self,
                    group_id: Integer = None,
                    sample_position: Vector = None,
                    sample_group_id: Integer = None)
Geometry.proximity_faces(self,
                    group_id: Integer = None,
                    sample_position: Vector = None,
                    sample_group_id: Integer = None)

nd

nd.geometry_proximity(cls,
                    geometry: Geometry = None,
                    group_id: Integer = None,
                    sample_position: Vector = None,
                    sample_group_id: Integer = None,
                    target_element: Literal['POINTS', 'EDGES', 'FACES'] = 'FACES')

Geometry to Instance

bl_idname : GeometryNodeGeometryToInstance

class Geometry

Geometry.to_instance(self, *geometry: Geometry)

class Instances

Instances.FromGeometry(cls, *geometry: Geometry)

nd

nd.geometry_to_instance(cls, *geometry: Geometry)

Get Bundle Item

bl_idname : NodeGetBundleItem

class Bundle

Bundle.get_item(self,
                    path: String = None,
                    remove: Boolean = None,
                    socket_type: Literal['FLOAT', 'INT', 'BOOLEAN', 'VECTOR', 'RGBA', 'ROTATION', 'MATRIX', 'STRING', 'MENU', 'OBJECT', 'IMAGE', 'GEOMETRY', 'COLLECTION', 'MATERIAL', 'BUNDLE', 'CLOSURE', 'FONT'] = 'FLOAT',
                    structure_type: Literal['AUTO', 'DYNAMIC', 'FIELD', 'GRID', 'LIST', 'SINGLE'] = 'AUTO')

nd

nd.get_bundle_item(cls,
                    bundle: Bundle = None,
                    path: String = None,
                    remove: Boolean = None,
                    socket_type: Literal['FLOAT', 'INT', 'BOOLEAN', 'VECTOR', 'RGBA', 'ROTATION', 'MATRIX', 'STRING', 'MENU', 'OBJECT', 'IMAGE', 'GEOMETRY', 'COLLECTION', 'MATERIAL', 'BUNDLE', 'CLOSURE', 'FONT'] = 'FLOAT',
                    structure_type: Literal['AUTO', 'DYNAMIC', 'FIELD', 'GRID', 'LIST', 'SINGLE'] = 'AUTO')

Get Geometry Bundle

bl_idname : GeometryNodeGetGeometryBundle

nd

nd.get_geometry_bundle(cls, geometry: Geometry = None, remove: Boolean = None)

Get List Item

bl_idname : GeometryNodeListGetItem

nd

nd.get_list_item(cls,
                    list: Float = None,
                    index: Integer = None,
                    socket_type: Literal['FLOAT', 'INT', 'BOOLEAN', 'VECTOR', 'RGBA', 'ROTATION', 'MATRIX', 'STRING', 'MENU', 'OBJECT', 'IMAGE', 'GEOMETRY', 'COLLECTION', 'MATERIAL', 'BUNDLE', 'CLOSURE', 'FONT'] = 'FLOAT',
                    structure_type: Literal['AUTO', 'DYNAMIC', 'FIELD', 'GRID', 'LIST', 'SINGLE'] = 'AUTO')

Get Named Grid

bl_idname : GeometryNodeGetNamedGrid

class Volume

Volume.get_named_grid(self,
                    name: String = None,
                    remove: Boolean = None,
                    data_type: Literal['FLOAT', 'INT', 'BOOLEAN', 'VECTOR'] = 'FLOAT')

nd

nd.get_named_grid(cls,
                    volume: Volume = None,
                    name: String = None,
                    remove: Boolean = None,
                    data_type: Literal['FLOAT', 'INT', 'BOOLEAN', 'VECTOR'] = 'FLOAT')

Glass BSDF

bl_idname : ShaderNodeBsdfGlass

class Shader

Shader.Glass(cls,
                    color: Color = None,
                    roughness: Float = None,
                    ior: Float = None,
                    normal: Vector = None,
                    thin_film_thickness: Float = None,
                    thin_film_ior: Float = None,
                    distribution: Literal['BECKMANN', 'GGX', 'MULTI_GGX'] = 'MULTI_GGX')

snd

nd.glass_bsdf(cls,
                    color: Color = None,
                    roughness: Float = None,
                    ior: Float = None,
                    normal: Vector = None,
                    weight: Float = None,
                    thin_film_thickness: Float = None,
                    thin_film_ior: Float = None,
                    distribution: Literal['BECKMANN', 'GGX', 'MULTI_GGX'] = 'MULTI_GGX')

Glossy BSDF

bl_idname : ShaderNodeBsdfAnisotropic

class Shader

Shader.Glossy(cls,
                    color: Color = None,
                    roughness: Float = None,
                    anisotropy: Float = None,
                    rotation: Float = None,
                    normal: Vector = None,
                    tangent: Vector = None,
                    distribution: Literal['BECKMANN', 'GGX', 'ASHIKHMIN_SHIRLEY', 'MULTI_GGX'] = 'MULTI_GGX')

snd

nd.glossy_bsdf(cls,
                    color: Color = None,
                    roughness: Float = None,
                    anisotropy: Float = None,
                    rotation: Float = None,
                    normal: Vector = None,
                    tangent: Vector = None,
                    weight: Float = None,
                    distribution: Literal['BECKMANN', 'GGX', 'ASHIKHMIN_SHIRLEY', 'MULTI_GGX'] = 'MULTI_GGX')

Gradient Texture

bl_idname : ShaderNodeTexGradient

class Color

Color.Gradient(cls,
                    vector: Vector = None,
                    gradient_type: Literal['LINEAR', 'QUADRATIC', 'EASING', 'DIAGONAL', 'SPHERICAL', 'QUADRATIC_SPHERE', 'RADIAL'] = 'LINEAR')

class Texture

Texture.Gradient(cls,
                    vector: Vector = None,
                    gradient_type: Literal['LINEAR', 'QUADRATIC', 'EASING', 'DIAGONAL', 'SPHERICAL', 'QUADRATIC_SPHERE', 'RADIAL'] = 'LINEAR')

nd

nd.gradient_texture(cls,
                    vector: Vector = None,
                    gradient_type: Literal['LINEAR', 'QUADRATIC', 'EASING', 'DIAGONAL', 'SPHERICAL', 'QUADRATIC_SPHERE', 'RADIAL'] = 'LINEAR')

snd

nd.gradient_texture(cls,
                    vector: Vector = None,
                    gradient_type: Literal['LINEAR', 'QUADRATIC', 'EASING', 'DIAGONAL', 'SPHERICAL', 'QUADRATIC_SPHERE', 'RADIAL'] = 'LINEAR')

Grease Pencil to Curves

bl_idname : GeometryNodeGreasePencilToCurves

class GreasePencil

GreasePencil.to_curves(self, layers_as_instances: Boolean = None)

nd

nd.grease_pencil_to_curves(cls,
                    grease_pencil: GreasePencil = None,
                    selection: Boolean = None,
                    layers_as_instances: Boolean = None)

Grid

bl_idname : GeometryNodeMeshGrid

class Mesh

Mesh.Grid(cls,
                    size_x: Float = None,
                    size_y: Float = None,
                    vertices_x: Integer = None,
                    vertices_y: Integer = None)

nd

nd.grid(cls,
                    size_x: Float = None,
                    size_y: Float = None,
                    vertices_x: Integer = None,
                    vertices_y: Integer = None)

Grid Curl

bl_idname : GeometryNodeGridCurl

class Vector

Vector.grid_curl(self)

nd

nd.grid_curl(cls, grid: Vector = None)

Grid Dilate & Erode

bl_idname : GeometryNodeGridDilateAndErode

class Float

Float.grid_dilate_erode(self,
                    connectivity: Literal['Face', 'Edge', 'Vertex'] = None,
                    tiles: Literal['Ignore', 'Expand', 'Preserve'] = None,
                    steps: Integer = None)

class Integer

Integer.grid_dilate_erode(self,
                    connectivity: Literal['Face', 'Edge', 'Vertex'] = None,
                    tiles: Literal['Ignore', 'Expand', 'Preserve'] = None,
                    steps: Integer = None)

class Boolean

Boolean.grid_dilate_erode(self,
                    connectivity: Literal['Face', 'Edge', 'Vertex'] = None,
                    tiles: Literal['Ignore', 'Expand', 'Preserve'] = None,
                    steps: Integer = None)

class Vector

Vector.grid_dilate_erode(self,
                    connectivity: Literal['Face', 'Edge', 'Vertex'] = None,
                    tiles: Literal['Ignore', 'Expand', 'Preserve'] = None,
                    steps: Integer = None)

nd

nd.grid_dilate_erode(cls,
                    grid: Float = None,
                    connectivity: Literal['Face', 'Edge', 'Vertex'] = None,
                    tiles: Literal['Ignore', 'Expand', 'Preserve'] = None,
                    steps: Integer = None,
                    data_type: Literal['FLOAT', 'INT', 'BOOLEAN', 'VECTOR'] = 'FLOAT')

Grid Divergence

bl_idname : GeometryNodeGridDivergence

class Vector

Vector.grid_divergence(self)

nd

nd.grid_divergence(cls, grid: Vector = None)

Grid Gradient

bl_idname : GeometryNodeGridGradient

class Float

Float.grid_gradient(self)

nd

nd.grid_gradient(cls, grid: Float = None)

Grid Info

bl_idname : GeometryNodeGridInfo

class Float

Float.grid_info(self)

class Integer

Integer.grid_info(self)

class Boolean

Boolean.grid_info(self)

class Vector

Vector.grid_info(self)

nd

nd.grid_info(cls,
                    grid: Float = None,
                    data_type: Literal['FLOAT', 'INT', 'BOOLEAN', 'VECTOR'] = 'FLOAT')

Grid Laplacian

bl_idname : GeometryNodeGridLaplacian

class Float

Float.grid_laplacian(self)

nd

nd.grid_laplacian(cls, grid: Float = None)

Grid Mean

bl_idname : GeometryNodeGridMean

class Float

Float.grid_mean(self, width: Integer = None, iterations: Integer = None)

class Integer

Integer.grid_mean(self, width: Integer = None, iterations: Integer = None)

class Vector

Vector.grid_mean(self, width: Integer = None, iterations: Integer = None)

nd

nd.grid_mean(cls,
                    grid: Float = None,
                    width: Integer = None,
                    iterations: Integer = None,
                    data_type: Literal['FLOAT', 'INT', 'VECTOR'] = 'FLOAT')

Grid Median

bl_idname : GeometryNodeGridMedian

class Float

Float.grid_median(self, width: Integer = None, iterations: Integer = None)

class Integer

Integer.grid_median(self, width: Integer = None, iterations: Integer = None)

class Vector

Vector.grid_median(self, width: Integer = None, iterations: Integer = None)

nd

nd.grid_median(cls,
                    grid: Float = None,
                    width: Integer = None,
                    iterations: Integer = None,
                    data_type: Literal['FLOAT', 'INT', 'VECTOR'] = 'FLOAT')

Grid to Mesh

bl_idname : GeometryNodeGridToMesh

class Float

Float.grid_to_mesh(self, threshold: Float = None, adaptivity: Float = None)

nd

nd.grid_to_mesh(cls, grid: Float = None, threshold: Float = None, adaptivity: Float = None)

Grid to Points

bl_idname : GeometryNodeGridToPoints

class Float

Float.grid_to_points(self)

class Integer

Integer.grid_to_points(self)

class Boolean

Boolean.grid_to_points(self)

class Vector

Vector.grid_to_points(self)

nd

nd.grid_to_points(cls,
                    grid: Float = None,
                    data_type: Literal['FLOAT', 'INT', 'BOOLEAN', 'VECTOR'] = 'FLOAT')

Group

bl_idname : ShaderNodeGroup

class Group

with GeoNodes("Multiply by Two", is_group=True):

    a = Float(name="Value")
    (a + 2).out("Double")

with GeoNodes("Calling a group example"):

    v = Float(0, "Your value")
    dbl = Group("Multiply by Two", value=v).double
    dbl.out("Double")

    # Alternaticve way
    again = G().multiply_by_two(dbl)

    again.out("Double Double")

Group Input

bl_idname : NodeGroupInput

nd

nd.group_input(self)

snd

nd.group_input(self)

Group Output

bl_idname : NodeGroupOutput

nd

nd.group_output(cls, is_active_output = True)

snd

nd.group_output(cls, is_active_output = True)

Hair BSDF

bl_idname : ShaderNodeBsdfHair

class Shader

Shader.Hair(cls,
                    color: Color = None,
                    offset: Float = None,
                    roughnessu: Float = None,
                    roughnessv: Float = None,
                    tangent: Vector = None,
                    component: Literal['Reflection', 'Transmission'] = 'Reflection')

snd

nd.hair_bsdf(cls,
                    color: Color = None,
                    offset: Float = None,
                    roughnessu: Float = None,
                    roughnessv: Float = None,
                    tangent: Vector = None,
                    weight: Float = None,
                    component: Literal['Reflection', 'Transmission'] = 'Reflection')

Handle Type Selection

bl_idname : GeometryNodeCurveHandleTypeSelection

class Curve

Curve.handle_type_selection(cls,
                    handle_type: Literal['FREE', 'AUTO', 'VECTOR', 'ALIGN'] = 'AUTO',
                    mode = {'LEFT', 'RIGHT'})

nd

nd.handle_type_selection(cls,
                    handle_type: Literal['FREE', 'AUTO', 'VECTOR', 'ALIGN'] = 'AUTO',
                    mode = {'LEFT', 'RIGHT'})

Hash Value

bl_idname : FunctionNodeHashValue

class Float

Float.hash_value(self, seed: Integer = None)

class Integer

Integer.hash_value(self, seed: Integer = None)

class Vector

Vector.hash_value(self, seed: Integer = None)

class Color

Color.hash_value(self, seed: Integer = None)

class Rotation

Rotation.hash_value(self, seed: Integer = None)

class Matrix

Matrix.hash_value(self, seed: Integer = None)

class String

String.hash_value(self, seed: Integer = None)

nd

nd.hash_value(cls,
                    value: Integer = None,
                    seed: Integer = None,
                    data_type: Literal['FLOAT', 'INT', 'VECTOR', 'RGBA', 'ROTATION', 'MATRIX', 'STRING'] = 'INT')

Holdout

bl_idname : ShaderNodeHoldout

class Shader

Shader.Holdout(cls)

snd

nd.holdout(cls, weight: Float = None)

Hue/Saturation/Value

bl_idname : ShaderNodeHueSaturation

class Float

Float.hue_saturation_value(self,
                    saturation: Float = None,
                    value: Float = None,
                    color: Color = None,
                    factor: Float = None)

class Color

Color.hue_saturation_value(self,
                    hue: Float = None,
                    saturation: Float = None,
                    value: Float = None,
                    factor: Float = None)

snd

nd.hue_saturation_value(cls,
                    hue: Float = None,
                    saturation: Float = None,
                    value: Float = None,
                    color: Color = None,
                    factor: Float = None)

ID

bl_idname : GeometryNodeInputID

class Geometry

prop = Geometry.id

nd

nd.id(self)

IES Texture

bl_idname : ShaderNodeTexIES

class Vector

Vector.ies_texture_internal(self, strength: Float = None, filepath = '', ies = None)
Vector.ies_texture_external(self, strength: Float = None, filepath = '', ies = None)
Vector.ies_texture(self,
                    strength: Float = None,
                    filepath = '',
                    ies = None,
                    mode: Literal['INTERNAL', 'EXTERNAL'] = 'INTERNAL')

snd

nd.ies_texture(cls,
                    vector: Vector = None,
                    strength: Float = None,
                    filepath = '',
                    ies = None,
                    mode: Literal['INTERNAL', 'EXTERNAL'] = 'INTERNAL')

Ico Sphere

bl_idname : GeometryNodeMeshIcoSphere

class Mesh

Mesh.IcoSphere(cls, radius: Float = None, subdivisions: Integer = None)

nd

nd.ico_sphere(cls, radius: Float = None, subdivisions: Integer = None)

Image

bl_idname : GeometryNodeInputImage

nd

nd.image(cls, image = None)

Image Info

bl_idname : GeometryNodeImageInfo

class Image

Image.info(self, frame: Integer = None)
Image.width(self, frame: Integer = None)
Image.height(self, frame: Integer = None)
Image.has_alpha(self, frame: Integer = None)
Image.frame_count(self, frame: Integer = None)
Image.fps(self, frame: Integer = None)

nd

nd.image_info(cls, image: Image = None, frame: Integer = None)

Image Texture

bl_idname : ShaderNodeTexImage

class Vector

Vector.image_texture(self,
                    extension: Literal['REPEAT', 'EXTEND', 'CLIP', 'MIRROR'] = 'REPEAT',
                    image = None,
                    interpolation: Literal['Linear', 'Closest', 'Cubic', 'Smart'] = 'Linear',
                    projection: Literal['FLAT', 'BOX', 'SPHERE', 'TUBE'] = 'FLAT',
                    projection_blend = 0.0)

snd

nd.image_texture(cls,
                    vector: Vector = None,
                    extension: Literal['REPEAT', 'EXTEND', 'CLIP', 'MIRROR'] = 'REPEAT',
                    image = None,
                    interpolation: Literal['Linear', 'Closest', 'Cubic', 'Smart'] = 'Linear',
                    projection: Literal['FLAT', 'BOX', 'SPHERE', 'TUBE'] = 'FLAT',
                    projection_blend = 0.0)

Import CSV

bl_idname : GeometryNodeImportCSV

class Cloud

Cloud.ImportCSV(cls, path: String = None, delimiter: String = None)

nd

nd.import_csv(cls, path: String = None, delimiter: String = None)

Import OBJ

bl_idname : GeometryNodeImportOBJ

class Instances

Instances.ImportOBJ(cls, path: String = None)

nd

nd.import_obj(cls, path: String = None)

Import PLY

bl_idname : GeometryNodeImportPLY

class Mesh

Mesh.ImportPLY(cls, path: String = None)

nd

nd.import_ply(cls, path: String = None)

Import STL

bl_idname : GeometryNodeImportSTL

class Mesh

Mesh.ImportSTL(cls, path: String = None)

nd

nd.import_stl(cls, path: String = None)

Import Text

bl_idname : GeometryNodeImportText

class String

String.ImportText(cls, path: String = None)

nd

nd.import_text(cls, path: String = None)

Import VDB

bl_idname : GeometryNodeImportVDB

class Volume

Volume.ImportVDB(cls, path: String = None)

nd

nd.import_vdb(cls, path: String = None)

Index

bl_idname : GeometryNodeInputIndex

class Geometry

prop = Geometry.index

nd

nd.index(self)

Index Switch

bl_idname : GeometryNodeIndexSwitch

class Socket

Socket.IndexSwitch(*values, index=0)
Socket.index_switch(*values, index=0)

Index of Nearest

bl_idname : GeometryNodeIndexOfNearest

class Geometry

Geometry.index_of_nearest(cls, position: Vector = None, group_id: Integer = None)

nd

nd.index_of_nearest(cls, position: Vector = None, group_id: Integer = None)

Instance Bounds

bl_idname : GeometryNodeInputInstanceBounds

nd

nd.instance_bounds(cls, use_radius: Boolean = None)

Instance Rotation

bl_idname : GeometryNodeInputInstanceRotation

class Instances

prop = Instances.rotation

nd

nd.instance_rotation(self)

Instance Scale

bl_idname : GeometryNodeInputInstanceScale

class Instances

prop = Instances.instance_scale

nd

nd.instance_scale(self)

Instance Transform

bl_idname : GeometryNodeInstanceTransform

class Instances

prop = Instances.transform

nd

nd.instance_transform(self)

Instance on Points

bl_idname : GeometryNodeInstanceOnPoints

class Geometry

Geometry.instance_on_points(self,
                    instance: Instances = None,
                    pick_instance: Boolean = None,
                    instance_index: Integer = None,
                    rotation: Rotation = None,
                    scale: Vector = None)

class Cloud

Cloud.instance_on(self,
                    instance: Instances = None,
                    pick_instance: Boolean = None,
                    instance_index: Integer = None,
                    rotation: Rotation = None,
                    scale: Vector = None)

class Point

Mesh.points.instance_on(self,
                    instance: Instances = None,
                    pick_instance: Boolean = None,
                    instance_index: Integer = None,
                    rotation: Rotation = None,
                    scale: Vector = None)

nd

nd.instance_on_points(cls,
                    points: Cloud = None,
                    selection: Boolean = None,
                    instance: Instances = None,
                    pick_instance: Boolean = None,
                    instance_index: Integer = None,
                    rotation: Rotation = None,
                    scale: Vector = None)

Instances to Points

bl_idname : GeometryNodeInstancesToPoints

class Instances

Instances.to_points(self, position: Vector = None, radius: Float = None)

nd

nd.instances_to_points(cls,
                    instances: Instances = None,
                    selection: Boolean = None,
                    position: Vector = None,
                    radius: Float = None)

Integer

bl_idname : FunctionNodeInputInt

nd

nd.integer(cls, integer = 0)

Integer Math

bl_idname : FunctionNodeIntegerMath

class Integer

Integer.add(self, value: Integer = None)
Integer.subtract(self, value: Integer = None)
Integer.multiply(self, value: Integer = None)
Integer.divide(self, value: Integer = None)
Integer.multiply_add(self, multiplier: Integer = None, addend: Integer = None)
Integer.abs(self)
Integer.negate(self)
Integer.power(self, exponent: Integer = None)
Integer.min(self, value: Integer = None)
Integer.max(self, value: Integer = None)
Integer.sign(self)
Integer.divide_round(self, value: Integer = None)
Integer.divide_floor(self, value: Integer = None)
Integer.divide_ceil(self, value: Integer = None)
Integer.floored_modulo(self, value: Integer = None)
Integer.modulo(self, value: Integer = None)
Integer.gcd(self, value: Integer = None)
Integer.lcm(self, value: Integer = None)

class gnmath

gnmath.iadd(value: Integer = None, value_1: Integer = None)
gnmath.isubtract(value: Integer = None, value_1: Integer = None)
gnmath.imultiply(value: Integer = None, value_1: Integer = None)
gnmath.idivide(value: Integer = None, value_1: Integer = None)
gnmath.imultiply_add(value: Integer = None, multiplier: Integer = None, addend: Integer = None)
gnmath.iabs(value: Integer = None)
gnmath.negate(value: Integer = None)
gnmath.ipower(base: Integer = None, exponent: Integer = None)
gnmath.imin(value: Integer = None, value_1: Integer = None)
gnmath.imax(value: Integer = None, value_1: Integer = None)
gnmath.isign(value: Integer = None)
gnmath.divide_round(value: Integer = None, value_1: Integer = None)
gnmath.divide_floor(value: Integer = None, value_1: Integer = None)
gnmath.divide_ceil(value: Integer = None, value_1: Integer = None)
gnmath.ifloored_modulo(value: Integer = None, value_1: Integer = None)
gnmath.imodulo(value: Integer = None, value_1: Integer = None)
gnmath.gcd(value: Integer = None, value_1: Integer = None)
gnmath.lcm(value: Integer = None, value_1: Integer = None)

nd

nd.integer_math(cls,
                    value: Integer = None,
                    value_1: Integer = None,
                    value_2: Integer = None,
                    operation: Literal['ADD', 'SUBTRACT', 'MULTIPLY', 'DIVIDE', 'MULTIPLY_ADD', 'ABSOLUTE', 'NEGATE', 'POWER', 'MINIMUM', 'MAXIMUM', 'SIGN', 'DIVIDE_ROUND', 'DIVIDE_FLOOR', 'DIVIDE_CEIL', 'FLOORED_MODULO', 'MODULO', 'GCD', 'LCM'] = 'ADD')

Interpolate Curves

bl_idname : GeometryNodeInterpolateCurves

class Curve

Curve.Interpolate(cls,
                    guide_curves: Curve = None,
                    guide_up: Vector = None,
                    guide_group_id: Integer = None,
                    points: Cloud = None,
                    point_up: Vector = None,
                    point_group_id: Integer = None,
                    max_neighbors: Integer = None)
Curve.interpolate(self,
                    guide_up: Vector = None,
                    guide_group_id: Integer = None,
                    points: Cloud = None,
                    point_up: Vector = None,
                    point_group_id: Integer = None,
                    max_neighbors: Integer = None)

class Cloud

Cloud.interpolate_curves(self,
                    guide_curves: Curve = None,
                    guide_up: Vector = None,
                    guide_group_id: Integer = None,
                    point_up: Vector = None,
                    point_group_id: Integer = None,
                    max_neighbors: Integer = None)

nd

nd.interpolate_curves(cls,
                    guide_curves: Curve = None,
                    guide_up: Vector = None,
                    guide_group_id: Integer = None,
                    points: Cloud = None,
                    point_up: Vector = None,
                    point_group_id: Integer = None,
                    max_neighbors: Integer = None)

Invert Color

bl_idname : ShaderNodeInvert

class Color

Color.invert_color(self, factor: Float = None)

snd

nd.invert_color(cls, color: Color = None, factor: Float = None)

Invert Matrix

bl_idname : FunctionNodeInvertMatrix

class Matrix

Matrix.invert(self)

nd

nd.invert_matrix(cls, matrix: Matrix = None)

Invert Rotation

bl_idname : FunctionNodeInvertRotation

class Rotation

Rotation.invert(self)

nd

nd.invert_rotation(cls, rotation: Rotation = None)

Is Edge Smooth

bl_idname : GeometryNodeInputEdgeSmooth

class Edge

prop = Mesh.edges.shade_smooth
prop = Mesh.edges.smooth

nd

nd.is_edge_smooth(self)

Is Face Planar

bl_idname : GeometryNodeInputMeshFaceIsPlanar

class Mesh

Mesh.is_face_planar(cls, threshold: Float = None)

class Face

Mesh.faces.is_planar(cls, threshold: Float = None)

nd

nd.is_face_planar(cls, threshold: Float = None)

Is Face Smooth

bl_idname : GeometryNodeInputShadeSmooth

class Face

prop = Mesh.faces.shade_smooth
prop = Mesh.faces.smooth

nd

nd.is_face_smooth(self)

Is Spline Cyclic

bl_idname : GeometryNodeInputSplineCyclic

class Curve

prop = Curve.is_cyclic

class Spline

prop = Spline.splines.is_cyclic

nd

nd.is_spline_cyclic(self)

Is Viewport

bl_idname : GeometryNodeIsViewport

class Boolean

prop = Boolean.is_viewport

nd

nd.is_viewport(self)

Join Bundle

bl_idname : NodeJoinBundle

class Bundle

Bundle.join(self, *bundle: Bundle)
Bundle.join_bundle(self, *bundle: Bundle)

nd

nd.join_bundle(cls, *bundle: Bundle)

snd

nd.join_bundle(cls, *bundle: Bundle)

Join Geometry

bl_idname : GeometryNodeJoinGeometry

class Geometry

Geometry.join(self, *geometry: Geometry)
Geometry.Join(cls, *geometry: Geometry)

nd

nd.join_geometry(cls, *geometry: Geometry)

Join Strings

bl_idname : GeometryNodeStringJoin

class String

String.join(self, *strings: String)
String.Join(cls, *strings: String, delimiter: String = None)

nd

nd.join_strings(cls, *strings: String, delimiter: String = None)

Layer Weight

bl_idname : ShaderNodeLayerWeight

class Float

Float.layer_weight(self, normal: Vector = None)

snd

nd.layer_weight(cls, blend: Float = None, normal: Vector = None)

Light Falloff

bl_idname : ShaderNodeLightFalloff

class Float

Float.light_falloff(self, smooth: Float = None)

snd

nd.light_falloff(cls, strength: Float = None, smooth: Float = None)

Light Output

bl_idname : ShaderNodeOutputLight

class Shader

Shader.light_output(self,
                    is_active_output = True,
                    target: Literal['ALL', 'EEVEE', 'CYCLES'] = 'ALL')

snd

nd.light_output(cls,
                    surface: Shader = None,
                    is_active_output = True,
                    target: Literal['ALL', 'EEVEE', 'CYCLES'] = 'ALL')

Light Path

bl_idname : ShaderNodeLightPath

snd

nd.light_path(cls)

Line Style Output

bl_idname : ShaderNodeOutputLineStyle

class Color

Color.line_style_output(self,
                    color_fac: Float = None,
                    alpha: Float = None,
                    alpha_fac: Float = None,
                    blend_type: Literal['MIX', 'DARKEN', 'MULTIPLY', 'BURN', 'LIGHTEN', 'SCREEN', 'DODGE', 'ADD', 'OVERLAY', 'SOFT_LIGHT', 'LINEAR_LIGHT', 'DIFFERENCE', 'EXCLUSION', 'SUBTRACT', 'DIVIDE', 'HUE', 'SATURATION', 'COLOR', 'VALUE'] = 'MIX',
                    is_active_output = True,
                    target: Literal['ALL', 'EEVEE', 'CYCLES'] = 'ALL',
                    use_alpha = False,
                    use_clamp = False)

snd

nd.line_style_output(cls,
                    color: Color = None,
                    color_fac: Float = None,
                    alpha: Float = None,
                    alpha_fac: Float = None,
                    blend_type: Literal['MIX', 'DARKEN', 'MULTIPLY', 'BURN', 'LIGHTEN', 'SCREEN', 'DODGE', 'ADD', 'OVERLAY', 'SOFT_LIGHT', 'LINEAR_LIGHT', 'DIFFERENCE', 'EXCLUSION', 'SUBTRACT', 'DIVIDE', 'HUE', 'SATURATION', 'COLOR', 'VALUE'] = 'MIX',
                    is_active_output = True,
                    target: Literal['ALL', 'EEVEE', 'CYCLES'] = 'ALL',
                    use_alpha = False,
                    use_clamp = False)

Linear Gizmo

bl_idname : GeometryNodeGizmoLinear

class Float

Float.linear_gizmo(self,
                    *value: Float,
                    position: Vector = None,
                    direction: Vector = None,
                    color_id: Literal['PRIMARY', 'SECONDARY', 'X', 'Y', 'Z'] = 'PRIMARY',
                    draw_style: Literal['ARROW', 'CROSS', 'BOX'] = 'ARROW')

nd

nd.linear_gizmo(cls,
                    *value: Float,
                    position: Vector = None,
                    direction: Vector = None,
                    color_id: Literal['PRIMARY', 'SECONDARY', 'X', 'Y', 'Z'] = 'PRIMARY',
                    draw_style: Literal['ARROW', 'CROSS', 'BOX'] = 'ARROW')

List Length

bl_idname : GeometryNodeListLength

nd

nd.list_length(cls,
                    list: Float = None,
                    data_type: Literal['FLOAT', 'INT', 'BOOLEAN', 'VECTOR', 'RGBA', 'ROTATION', 'MATRIX', 'STRING', 'MENU', 'OBJECT', 'IMAGE', 'GEOMETRY', 'COLLECTION', 'MATERIAL', 'BUNDLE', 'CLOSURE', 'FONT'] = 'FLOAT')

Magic Texture

bl_idname : ShaderNodeTexMagic

class Color

Color.Magic(cls,
                    vector: Vector = None,
                    scale: Float = None,
                    distortion: Float = None,
                    turbulence_depth = 2)

class Texture

Texture.Magic(cls,
                    vector: Vector = None,
                    scale: Float = None,
                    distortion: Float = None,
                    turbulence_depth = 2)

nd

nd.magic_texture(cls,
                    vector: Vector = None,
                    scale: Float = None,
                    distortion: Float = None,
                    turbulence_depth = 2)

snd

nd.magic_texture(cls,
                    vector: Vector = None,
                    scale: Float = None,
                    distortion: Float = None,
                    turbulence_depth = 2)

Map Range

bl_idname : ShaderNodeMapRange

class Float

Float.map_range(self,
                    from_min: Float | Vector = None,
                    from_max: Float | Vector = None,
                    to_min: Float | Vector = None,
                    to_max: Float | Vector = None,
                    clamp = True,
                    interpolation_type: Literal['LINEAR', 'STEPPED', 'SMOOTHSTEP', 'SMOOTHERSTEP'] = 'LINEAR')
Float.map_range_linear(self,
                    from_min: Float | Vector = None,
                    from_max: Float | Vector = None,
                    to_min: Float | Vector = None,
                    to_max: Float | Vector = None,
                    clamp = True)
Float.map_range_stepped(self,
                    from_min: Float | Vector = None,
                    from_max: Float | Vector = None,
                    to_min: Float | Vector = None,
                    to_max: Float | Vector = None,
                    steps: Float = None,
                    clamp = True)
Float.map_range_smooth_step(self,
                    from_min: Float | Vector = None,
                    from_max: Float | Vector = None,
                    to_min: Float | Vector = None,
                    to_max: Float | Vector = None,
                    clamp = True)
Float.map_range_smoother_step(self,
                    from_min: Float | Vector = None,
                    from_max: Float | Vector = None,
                    to_min: Float | Vector = None,
                    to_max: Float | Vector = None,
                    clamp = True)

class Vector

Vector.map_range(self,
                    from_min: Vector = None,
                    from_max: Vector = None,
                    to_min: Vector = None,
                    to_max: Vector = None,
                    clamp = True,
                    interpolation_type: Literal['LINEAR', 'STEPPED', 'SMOOTHSTEP', 'SMOOTHERSTEP'] = 'LINEAR')

nd

nd.map_range(cls,
                    value: Float = None,
                    from_min: Float = None,
                    from_max: Float = None,
                    to_min: Float = None,
                    to_max: Float = None,
                    steps: Float = None,
                    vector: Vector = None,
                    from_min_1: Vector = None,
                    from_max_1: Vector = None,
                    to_min_1: Vector = None,
                    to_max_1: Vector = None,
                    steps_1: Vector = None,
                    clamp = True,
                    data_type: Literal['FLOAT', 'FLOAT_VECTOR'] = 'FLOAT',
                    interpolation_type: Literal['LINEAR', 'STEPPED', 'SMOOTHSTEP', 'SMOOTHERSTEP'] = 'LINEAR')

snd

nd.map_range(cls,
                    value: Float = None,
                    from_min: Float = None,
                    from_max: Float = None,
                    to_min: Float = None,
                    to_max: Float = None,
                    steps: Float = None,
                    vector: Vector = None,
                    from_min_1: Vector = None,
                    from_max_1: Vector = None,
                    to_min_1: Vector = None,
                    to_max_1: Vector = None,
                    steps_1: Vector = None,
                    clamp = True,
                    data_type: Literal['FLOAT', 'FLOAT_VECTOR'] = 'FLOAT',
                    interpolation_type: Literal['LINEAR', 'STEPPED', 'SMOOTHSTEP', 'SMOOTHERSTEP'] = 'LINEAR')

Mapping

bl_idname : ShaderNodeMapping

class Vector

Vector.mapping(self,
                    location: Vector = None,
                    rotation: Vector = None,
                    scale: Vector = None,
                    vector_type: Literal['POINT', 'TEXTURE', 'VECTOR', 'NORMAL'] = 'POINT')

snd

nd.mapping(cls,
                    vector: Vector = None,
                    location: Vector = None,
                    rotation: Vector = None,
                    scale: Vector = None,
                    vector_type: Literal['POINT', 'TEXTURE', 'VECTOR', 'NORMAL'] = 'POINT')

Match String

bl_idname : FunctionNodeMatchString

class String

String.match_string(self,
                    operation: Literal['Starts With', 'Ends With', 'Contains'] = None,
                    key: String = None)

nd

nd.match_string(cls,
                    string: String = None,
                    operation: Literal['Starts With', 'Ends With', 'Contains'] = None,
                    key: String = None)

Material

bl_idname : GeometryNodeInputMaterial

nd

nd.material(cls, material = None)

Material Index

bl_idname : GeometryNodeInputMaterialIndex

class Geometry

prop = Geometry.material_index

class Face

prop = Mesh.faces.material_index

class Spline

prop = Spline.splines.material_index

nd

nd.material_index(self)

Material Output

bl_idname : ShaderNodeOutputMaterial

class Shader

Shader.material_output(self,
                    volume: VolumeShader = None,
                    displacement: Vector = None,
                    thickness: Float = None,
                    is_active_output = True,
                    target: Literal['ALL', 'EEVEE', 'CYCLES'] = 'ALL')

snd

nd.material_output(cls,
                    surface: Shader = None,
                    volume: VolumeShader = None,
                    displacement: Vector = None,
                    thickness: Float = None,
                    is_active_output = True,
                    target: Literal['ALL', 'EEVEE', 'CYCLES'] = 'ALL')

Material Selection

bl_idname : GeometryNodeMaterialSelection

class Mesh

Mesh.material_selection(cls, material: Material = None)

class Curve

Curve.material_selection(cls, material: Material = None)

nd

nd.material_selection(cls, material: Material = None)

Math

bl_idname : ShaderNodeMath

class Float

Float.add(self, value: Float = None, use_clamp = False)
Float.subtract(self, value: Float = None, use_clamp = False)
Float.multiply(self, value: Float = None, use_clamp = False)
Float.divide(self, value: Float = None, use_clamp = False)
Float.multiply_add(self, multiplier: Float = None, addend: Float = None, use_clamp = False)
Float.power(self, exponent: Float = None, use_clamp = False)
Float.log(self, base: Float = None, use_clamp = False)
Float.sqrt(self, use_clamp = False)
Float.inverse_sqrt(self, use_clamp = False)
Float.abs(self, use_clamp = False)
Float.exp(self, use_clamp = False)
Float.min(self, value: Float = None, use_clamp = False)
Float.max(self, value: Float = None, use_clamp = False)
Float.mless_than(self, threshold: Float = None, use_clamp = False)
Float.mgreater_than(self, threshold: Float = None, use_clamp = False)
Float.sign(self, use_clamp = False)
Float.compare(self, value: Float = None, epsilon: Float = None, use_clamp = False)
Float.smooth_min(self, value: Float = None, distance: Float = None, use_clamp = False)
Float.smooth_max(self, value: Float = None, distance: Float = None, use_clamp = False)
Float.round(self, use_clamp = False)
Float.floor(self, use_clamp = False)
Float.ceil(self, use_clamp = False)
Float.trunc(self, use_clamp = False)
Float.fract(self, use_clamp = False)
Float.modulo(self, value: Float = None, use_clamp = False)
Float.floored_modulo(self, value: Float = None, use_clamp = False)
Float.wrap(self, max: Float = None, min: Float = None, use_clamp = False)
Float.snap(self, increment: Float = None, use_clamp = False)
Float.pingpong(self, scale: Float = None, use_clamp = False)
Float.sin(self, use_clamp = False)
Float.cos(self, use_clamp = False)
Float.tan(self, use_clamp = False)
Float.asin(self, use_clamp = False)
Float.acos(self, use_clamp = False)
Float.arctangent(self, use_clamp = False)
Float.atan2(self, value: Float = None, use_clamp = False)
Float.sinh(self, use_clamp = False)
Float.cosh(self, use_clamp = False)
Float.tanh(self, use_clamp = False)
Float.radians(self, use_clamp = False)
Float.degrees(self, use_clamp = False)

class gnmath

gnmath.add(value: Float = None, value_1: Float = None, use_clamp = False)
gnmath.subtract(value: Float = None, value_1: Float = None, use_clamp = False)
gnmath.multiply(value: Float = None, value_1: Float = None, use_clamp = False)
gnmath.divide(value: Float = None, value_1: Float = None, use_clamp = False)
gnmath.multiply_add(value: Float = None,
                    multiplier: Float = None,
                    addend: Float = None,
                    use_clamp = False)
gnmath.power(base: Float = None, exponent: Float = None, use_clamp = False)
gnmath.log(value: Float = None, base: Float = None, use_clamp = False)
gnmath.sqrt(value: Float = None, use_clamp = False)
gnmath.inverse_sqrt(value: Float = None, use_clamp = False)
gnmath.abs(value: Float = None, use_clamp = False)
gnmath.exp(value: Float = None, use_clamp = False)
gnmath.min(value: Float = None, value_1: Float = None, use_clamp = False)
gnmath.max(value: Float = None, value_1: Float = None, use_clamp = False)
gnmath.mless_than(value: Float = None, threshold: Float = None, use_clamp = False)
gnmath.mgreater_than(value: Float = None, threshold: Float = None, use_clamp = False)
gnmath.sign(value: Float = None, use_clamp = False)
gnmath.compare(value: Float = None,
                    value_1: Float = None,
                    epsilon: Float = None,
                    use_clamp = False)
gnmath.smooth_min(value: Float = None,
                    value_1: Float = None,
                    distance: Float = None,
                    use_clamp = False)
gnmath.smooth_max(value: Float = None,
                    value_1: Float = None,
                    distance: Float = None,
                    use_clamp = False)
gnmath.round(value: Float = None, use_clamp = False)
gnmath.floor(value: Float = None, use_clamp = False)
gnmath.ceil(value: Float = None, use_clamp = False)
gnmath.trunc(value: Float = None, use_clamp = False)
gnmath.fract(value: Float = None, use_clamp = False)
gnmath.modulo(value: Float = None, value_1: Float = None, use_clamp = False)
gnmath.floored_modulo(value: Float = None, value_1: Float = None, use_clamp = False)
gnmath.wrap(value: Float = None, max: Float = None, min: Float = None, use_clamp = False)
gnmath.snap(value: Float = None, increment: Float = None, use_clamp = False)
gnmath.pingpong(value: Float = None, scale: Float = None, use_clamp = False)
gnmath.sin(value: Float = None, use_clamp = False)
gnmath.cos(value: Float = None, use_clamp = False)
gnmath.tan(value: Float = None, use_clamp = False)
gnmath.asin(value: Float = None, use_clamp = False)
gnmath.acos(value: Float = None, use_clamp = False)
gnmath.arctangent(value: Float = None, use_clamp = False)
gnmath.atan2(value: Float = None, value_1: Float = None, use_clamp = False)
gnmath.sinh(value: Float = None, use_clamp = False)
gnmath.cosh(value: Float = None, use_clamp = False)
gnmath.tanh(value: Float = None, use_clamp = False)
gnmath.radians(degrees: Float = None, use_clamp = False)
gnmath.degrees(radians: Float = None, use_clamp = False)

nd

nd.math(cls,
                    value: Float = None,
                    value_1: Float = None,
                    value_2: Float = None,
                    operation: Literal['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', 'FLOORED_MODULO', 'WRAP', 'SNAP', 'PINGPONG', 'SINE', 'COSINE', 'TANGENT', 'ARCSINE', 'ARCCOSINE', 'ARCTANGENT', 'ARCTAN2', 'SINH', 'COSH', 'TANH', 'RADIANS', 'DEGREES'] = 'ADD',
                    use_clamp = False)

snd

nd.math(cls,
                    value: Float = None,
                    value_1: Float = None,
                    value_2: Float = None,
                    operation: Literal['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', 'FLOORED_MODULO', 'WRAP', 'SNAP', 'PINGPONG', 'SINE', 'COSINE', 'TANGENT', 'ARCSINE', 'ARCCOSINE', 'ARCTANGENT', 'ARCTAN2', 'SINH', 'COSH', 'TANH', 'RADIANS', 'DEGREES'] = 'ADD',
                    use_clamp = False)

Matrix Determinant

bl_idname : FunctionNodeMatrixDeterminant

class Matrix

Matrix.determinant(self)

nd

nd.matrix_determinant(cls, matrix: Matrix = None)

Matrix SVD

bl_idname : FunctionNodeMatrixSVD

class Matrix

Matrix.svd(self)

nd

nd.matrix_svd(cls, matrix: Matrix = None)

bl_idname : GeometryNodeMenuSwitch

class Socket

Socket.MenuSwitch(items={'A': None, 'B': None}, menu=0, name='Menu', tip=None, panel=None, hide_value=False, hide_in_modifier=False, single_value=False)
Socket.menu_switch(items={'A': None, 'B': None}, menu=0, name='Menu', tip=None, panel=None, hide_value=False, hide_in_modifier=False, single_value=False)

Merge Layers

bl_idname : GeometryNodeMergeLayers

class GreasePencil

GreasePencil.merge_layers_by_name(self)
GreasePencil.merge_layers_by_id(self, group_id: Integer = None)
GreasePencil.merge_layers(self, mode: Literal['MERGE_BY_NAME', 'MERGE_BY_ID'] = 'MERGE_BY_NAME')

nd

nd.merge_layers(cls,
                    grease_pencil: GreasePencil = None,
                    selection: Boolean = None,
                    group_id: Integer = None,
                    mode: Literal['MERGE_BY_NAME', 'MERGE_BY_ID'] = 'MERGE_BY_NAME')

Merge by Distance

bl_idname : GeometryNodeMergeByDistance

class Geometry

Geometry.merge_by_distance(self, mode: Literal['All', 'Connected'] = None, distance: Float = None)
Geometry.merge(self, mode: Literal['All', 'Connected'] = None, distance: Float = None)

nd

nd.merge_by_distance(cls,
                    geometry: Geometry = None,
                    selection: Boolean = None,
                    mode: Literal['All', 'Connected'] = None,
                    distance: Float = None)

Mesh Boolean

bl_idname : GeometryNodeMeshBoolean

class Mesh

Mesh.boolean(self,
                    *mesh_2: Mesh,
                    operation: Literal['INTERSECT', 'UNION', 'DIFFERENCE'] = 'DIFFERENCE',
                    solver: Literal['EXACT', 'FLOAT', 'MANIFOLD'] = 'FLOAT')
Mesh.Boolean(cls,
                    *mesh_2: Mesh,
                    mesh_1: Mesh = None,
                    operation: Literal['INTERSECT', 'UNION', 'DIFFERENCE'] = 'DIFFERENCE',
                    solver: Literal['EXACT', 'FLOAT', 'MANIFOLD'] = 'FLOAT')
Mesh.intersect(self, *mesh: Mesh, solver: Literal['EXACT', 'FLOAT', 'MANIFOLD'] = 'FLOAT')
Mesh.union(self, *mesh: Mesh, solver: Literal['EXACT', 'FLOAT', 'MANIFOLD'] = 'FLOAT')
Mesh.difference(self, *mesh_2: Mesh, solver: Literal['EXACT', 'FLOAT', 'MANIFOLD'] = 'FLOAT')
Mesh.Intersect(cls, *mesh: Mesh, solver: Literal['EXACT', 'FLOAT', 'MANIFOLD'] = 'FLOAT')
Mesh.Union(cls, *mesh: Mesh, solver: Literal['EXACT', 'FLOAT', 'MANIFOLD'] = 'FLOAT')
Mesh.Difference(cls,
                    *mesh_2: Mesh,
                    mesh_1: Mesh = None,
                    solver: Literal['EXACT', 'FLOAT', 'MANIFOLD'] = 'FLOAT')

nd

nd.mesh_boolean(cls,
                    *mesh_2: Mesh,
                    mesh_1: Mesh = None,
                    self_intersection: Boolean = None,
                    hole_tolerant: Boolean = None,
                    operation: Literal['INTERSECT', 'UNION', 'DIFFERENCE'] = 'DIFFERENCE',
                    solver: Literal['EXACT', 'FLOAT', 'MANIFOLD'] = 'FLOAT')

Mesh Circle

bl_idname : GeometryNodeMeshCircle

class Mesh

Mesh.Circle(cls,
                    vertices: Integer = None,
                    radius: Float = None,
                    fill_type: Literal['NONE', 'NGON', 'TRIANGLE_FAN'] = 'NONE')

nd

nd.mesh_circle(cls,
                    vertices: Integer = None,
                    radius: Float = None,
                    fill_type: Literal['NONE', 'NGON', 'TRIANGLE_FAN'] = 'NONE')

Mesh Island

bl_idname : GeometryNodeInputMeshIsland

class Mesh

prop = Mesh.mesh_island
prop = Mesh.island_index
prop = Mesh.island_count

nd

nd.mesh_island(cls)

Mesh Line

bl_idname : GeometryNodeMeshLine

class Mesh

Mesh.LineOffset(cls,
                    count: Integer = None,
                    start_location: Vector = None,
                    offset: Vector = None,
                    count_mode: Literal['TOTAL', 'RESOLUTION'] = 'TOTAL')
Mesh.LineEndPoints(cls,
                    count: Integer = None,
                    start_location: Vector = None,
                    end_location: Vector = None,
                    count_mode: Literal['TOTAL', 'RESOLUTION'] = 'TOTAL')
Mesh.Line(cls,
                    count: Integer = None,
                    start_location: Vector = None,
                    offset: Vector = None,
                    count_mode: Literal['TOTAL', 'RESOLUTION'] = 'TOTAL',
                    mode: Literal['OFFSET', 'END_POINTS'] = 'OFFSET')

nd

nd.mesh_line(cls,
                    count: Integer = None,
                    resolution: Float = None,
                    start_location: Vector = None,
                    offset: Vector = None,
                    count_mode: Literal['TOTAL', 'RESOLUTION'] = 'TOTAL',
                    mode: Literal['OFFSET', 'END_POINTS'] = 'OFFSET')

Mesh to Curve

bl_idname : GeometryNodeMeshToCurve

class Mesh

Mesh.to_curve_edges(self)
Mesh.to_curve_faces(self)
Mesh.to_curve(self, mode: Literal['EDGES', 'FACES'] = 'EDGES')

nd

nd.mesh_to_curve(cls,
                    mesh: Mesh = None,
                    selection: Boolean = None,
                    mode: Literal['EDGES', 'FACES'] = 'EDGES')

Mesh to Density Grid

bl_idname : GeometryNodeMeshToDensityGrid

class Mesh

Mesh.to_density_grid(self,
                    density: Float = None,
                    voxel_size: Float = None,
                    gradient_width: Float = None)

nd

nd.mesh_to_density_grid(cls,
                    mesh: Mesh = None,
                    density: Float = None,
                    voxel_size: Float = None,
                    gradient_width: Float = None)

Mesh to Points

bl_idname : GeometryNodeMeshToPoints

class Mesh

Mesh.to_points(self,
                    position: Vector = None,
                    radius: Float = None,
                    mode: Literal['VERTICES', 'EDGES', 'FACES', 'CORNERS'] = 'VERTICES')
Mesh.vertices_to_points(self, position: Vector = None, radius: Float = None)
Mesh.edges_to_points(self, position: Vector = None, radius: Float = None)
Mesh.faces_to_points(self, position: Vector = None, radius: Float = None)
Mesh.corners_to_points(self, position: Vector = None, radius: Float = None)

class Vertex

Mesh.points.to_points(self, position: Vector = None, radius: Float = None)

class Face

Mesh.faces.to_points(self, position: Vector = None, radius: Float = None)

class Edge

Mesh.edges.to_points(self, position: Vector = None, radius: Float = None)

class Corner

Mesh.corners.to_points(self, position: Vector = None, radius: Float = None)

nd

nd.mesh_to_points(cls,
                    mesh: Mesh = None,
                    selection: Boolean = None,
                    position: Vector = None,
                    radius: Float = None,
                    mode: Literal['VERTICES', 'EDGES', 'FACES', 'CORNERS'] = 'VERTICES')

Mesh to SDF Grid

bl_idname : GeometryNodeMeshToSDFGrid

class Mesh

Mesh.to_sdf_grid(self, voxel_size: Float = None, band_width: Integer = None)

nd

nd.mesh_to_sdf_grid(cls, mesh: Mesh = None, voxel_size: Float = None, band_width: Integer = None)

Mesh to Volume

bl_idname : GeometryNodeMeshToVolume

class Mesh

Mesh.to_volume(self,
                    density: Float = None,
                    resolution_mode: Literal['Amount', 'Size'] = None,
                    voxel_size: Float = None,
                    voxel_amount: Float = None,
                    interior_band_width: Float = None)

nd

nd.mesh_to_volume(cls,
                    mesh: Mesh = None,
                    density: Float = None,
                    resolution_mode: Literal['Amount', 'Size'] = None,
                    voxel_size: Float = None,
                    voxel_amount: Float = None,
                    interior_band_width: Float = None)

Metallic BSDF

bl_idname : ShaderNodeBsdfMetallic

class Shader

Shader.Metallic(cls,
                    base_color: Color = None,
                    edge_tint: Color = None,
                    roughness: Float = None,
                    anisotropy: Float = None,
                    rotation: Float = None,
                    normal: Vector = None,
                    tangent: Vector = None,
                    thin_film_thickness: Float = None,
                    thin_film_ior: Float = None,
                    distribution: Literal['BECKMANN', 'GGX', 'MULTI_GGX'] = 'MULTI_GGX',
                    fresnel_type: Literal['PHYSICAL_CONDUCTOR', 'F82'] = 'F82')

snd

nd.metallic_bsdf(cls,
                    base_color: Color = None,
                    edge_tint: Color = None,
                    ior: Vector = None,
                    extinction: Vector = None,
                    roughness: Float = None,
                    anisotropy: Float = None,
                    rotation: Float = None,
                    normal: Vector = None,
                    tangent: Vector = None,
                    weight: Float = None,
                    thin_film_thickness: Float = None,
                    thin_film_ior: Float = None,
                    distribution: Literal['BECKMANN', 'GGX', 'MULTI_GGX'] = 'MULTI_GGX',
                    fresnel_type: Literal['PHYSICAL_CONDUCTOR', 'F82'] = 'F82')

Mix

bl_idname : ShaderNodeMix

class Float

Float.mix(self, b: Float = None, factor: Float = None, clamp_factor = True)

class Rotation

Rotation.mix(self, b: Rotation = None, factor: Float = None, clamp_factor = True)

class Vector

Vector.mix_uniform(self, b: Vector = None, factor: Float = None, clamp_factor = True)
Vector.mix_non_uniform(self, b: Vector = None, factor: Vector = None, clamp_factor = True)

class Color

Color.mix_mix(self,
                    b: Color = None,
                    factor: Float = None,
                    clamp_factor = True,
                    clamp_result = False)
Color.mix_darken(self,
                    b: Color = None,
                    factor: Float = None,
                    clamp_factor = True,
                    clamp_result = False)
Color.mix_multiply(self,
                    b: Color = None,
                    factor: Float = None,
                    clamp_factor = True,
                    clamp_result = False)
Color.mix_burn(self,
                    b: Color = None,
                    factor: Float = None,
                    clamp_factor = True,
                    clamp_result = False)
Color.mix_lighten(self,
                    b: Color = None,
                    factor: Float = None,
                    clamp_factor = True,
                    clamp_result = False)
Color.mix_screen(self,
                    b: Color = None,
                    factor: Float = None,
                    clamp_factor = True,
                    clamp_result = False)
Color.mix_dodge(self,
                    b: Color = None,
                    factor: Float = None,
                    clamp_factor = True,
                    clamp_result = False)
Color.mix_add(self,
                    b: Color = None,
                    factor: Float = None,
                    clamp_factor = True,
                    clamp_result = False)
Color.mix_overlay(self,
                    b: Color = None,
                    factor: Float = None,
                    clamp_factor = True,
                    clamp_result = False)
Color.mix_soft_light(self,
                    b: Color = None,
                    factor: Float = None,
                    clamp_factor = True,
                    clamp_result = False)
Color.mix_linear_light(self,
                    b: Color = None,
                    factor: Float = None,
                    clamp_factor = True,
                    clamp_result = False)
Color.mix_difference(self,
                    b: Color = None,
                    factor: Float = None,
                    clamp_factor = True,
                    clamp_result = False)
Color.mix_exclusion(self,
                    b: Color = None,
                    factor: Float = None,
                    clamp_factor = True,
                    clamp_result = False)
Color.mix_subtract(self,
                    b: Color = None,
                    factor: Float = None,
                    clamp_factor = True,
                    clamp_result = False)
Color.mix_divide(self,
                    b: Color = None,
                    factor: Float = None,
                    clamp_factor = True,
                    clamp_result = False)
Color.mix_hue(self,
                    b: Color = None,
                    factor: Float = None,
                    clamp_factor = True,
                    clamp_result = False)
Color.mix_saturation(self,
                    b: Color = None,
                    factor: Float = None,
                    clamp_factor = True,
                    clamp_result = False)
Color.mix_color(self,
                    b: Color = None,
                    factor: Float = None,
                    clamp_factor = True,
                    clamp_result = False)
Color.mix_value(self,
                    b: Color = None,
                    factor: Float = None,
                    clamp_factor = True,
                    clamp_result = False)
Color.mix(self,
                    b: Color = None,
                    factor: Float = None,
                    clamp_factor = True,
                    clamp_result = False,
                    factor_mode: Literal['UNIFORM', 'NON_UNIFORM'] = 'UNIFORM')

nd

nd.mix(cls,
                    a: Float = None,
                    b: Float = None,
                    a_1: Vector = None,
                    b_1: Vector = None,
                    a_2: Color = None,
                    b_2: Color = None,
                    a_3: Rotation = None,
                    b_3: Rotation = None,
                    factor: Vector = None,
                    blend_type: Literal['MIX', 'DARKEN', 'MULTIPLY', 'BURN', 'LIGHTEN', 'SCREEN', 'DODGE', 'ADD', 'OVERLAY', 'SOFT_LIGHT', 'LINEAR_LIGHT', 'DIFFERENCE', 'EXCLUSION', 'SUBTRACT', 'DIVIDE', 'HUE', 'SATURATION', 'COLOR', 'VALUE'] = 'MIX',
                    clamp_factor = True,
                    clamp_result = False,
                    data_type: Literal['FLOAT', 'VECTOR', 'RGBA', 'ROTATION'] = 'FLOAT',
                    factor_mode: Literal['UNIFORM', 'NON_UNIFORM'] = 'UNIFORM')

snd

nd.mix(cls,
                    a: Float = None,
                    b: Float = None,
                    a_1: Vector = None,
                    b_1: Vector = None,
                    a_2: Color = None,
                    b_2: Color = None,
                    a_3: Rotation = None,
                    b_3: Rotation = None,
                    factor: Vector = None,
                    blend_type: Literal['MIX', 'DARKEN', 'MULTIPLY', 'BURN', 'LIGHTEN', 'SCREEN', 'DODGE', 'ADD', 'OVERLAY', 'SOFT_LIGHT', 'LINEAR_LIGHT', 'DIFFERENCE', 'EXCLUSION', 'SUBTRACT', 'DIVIDE', 'HUE', 'SATURATION', 'COLOR', 'VALUE'] = 'MIX',
                    clamp_factor = True,
                    clamp_result = False,
                    data_type: Literal['FLOAT', 'VECTOR', 'RGBA'] = 'FLOAT',
                    factor_mode: Literal['UNIFORM', 'NON_UNIFORM'] = 'UNIFORM')

Mix Shader

bl_idname : ShaderNodeMixShader

class Shader

Shader.mix(self, shader: Shader = None, factor: Float = None)

snd

nd.mix_shader(cls, shader: Shader = None, shader_1: Shader = None, factor: Float = None)

Mouse Position

bl_idname : GeometryNodeToolMousePosition

nd

nd.mouse_position(cls)

Multiply Matrices

bl_idname : FunctionNodeMatrixMultiply

class Matrix

Matrix.multiply(self, matrix: Matrix = None)

nd

nd.multiply_matrices(cls, matrix: Matrix = None, matrix_1: Matrix = None)

Named Attribute

bl_idname : GeometryNodeInputNamedAttribute

class Float

Float.Named(cls, name: String = None)
Float.NamedAttribute(cls, name: String = None)

class Integer

Integer.Named(cls, name: String = None)
Integer.NamedAttribute(cls, name: String = None)

class Boolean

Boolean.Named(cls, name: String = None)
Boolean.NamedAttribute(cls, name: String = None)

class Vector

Vector.Named(cls, name: String = None)
Vector.NamedAttribute(cls, name: String = None)

class Color

Color.Named(cls, name: String = None)
Color.NamedAttribute(cls, name: String = None)

class Rotation

Rotation.Named(cls, name: String = None)
Rotation.NamedAttribute(cls, name: String = None)

class Matrix

Matrix.Named(cls, name: String = None)
Matrix.NamedAttribute(cls, name: String = None)

nd

nd.named_attribute(cls,
                    name: String = None,
                    data_type: Literal['FLOAT', 'INT', 'BOOLEAN', 'FLOAT_VECTOR', 'FLOAT_COLOR', 'QUATERNION', 'FLOAT4X4'] = 'FLOAT')

Named Layer Selection

bl_idname : GeometryNodeInputNamedLayerSelection

class GreasePencil

GreasePencil.named_layer_selection(cls, name: String = None)

class Layer

GreasePencil.layers.named_selection(cls, name: String = None)

nd

nd.named_layer_selection(cls, name: String = None)

Noise Texture

bl_idname : ShaderNodeTexNoise

class Float

Float.Noise(cls,
                    vector: Vector = None,
                    scale: Float = None,
                    detail: Float = None,
                    roughness: Float = None,
                    lacunarity: Float = None,
                    distortion: Float = None,
                    noise_dimensions: Literal['1D', '2D', '3D', '4D'] = '3D',
                    noise_type: Literal['MULTIFRACTAL', 'RIDGED_MULTIFRACTAL', 'HYBRID_MULTIFRACTAL', 'FBM', 'HETERO_TERRAIN'] = 'FBM',
                    normalize = True)

class Texture

Texture.Noise(cls,
                    vector: Vector = None,
                    scale: Float = None,
                    detail: Float = None,
                    roughness: Float = None,
                    lacunarity: Float = None,
                    distortion: Float = None,
                    noise_dimensions: Literal['1D', '2D', '3D', '4D'] = '3D',
                    noise_type: Literal['MULTIFRACTAL', 'RIDGED_MULTIFRACTAL', 'HYBRID_MULTIFRACTAL', 'FBM', 'HETERO_TERRAIN'] = 'FBM',
                    normalize = True)

nd

nd.noise_texture(cls,
                    vector: Vector = None,
                    w: Float = None,
                    scale: Float = None,
                    detail: Float = None,
                    roughness: Float = None,
                    lacunarity: Float = None,
                    offset: Float = None,
                    gain: Float = None,
                    distortion: Float = None,
                    noise_dimensions: Literal['1D', '2D', '3D', '4D'] = '3D',
                    noise_type: Literal['MULTIFRACTAL', 'RIDGED_MULTIFRACTAL', 'HYBRID_MULTIFRACTAL', 'FBM', 'HETERO_TERRAIN'] = 'FBM',
                    normalize = True)

snd

nd.noise_texture(cls,
                    vector: Vector = None,
                    w: Float = None,
                    scale: Float = None,
                    detail: Float = None,
                    roughness: Float = None,
                    lacunarity: Float = None,
                    offset: Float = None,
                    gain: Float = None,
                    distortion: Float = None,
                    noise_dimensions: Literal['1D', '2D', '3D', '4D'] = '3D',
                    noise_type: Literal['MULTIFRACTAL', 'RIDGED_MULTIFRACTAL', 'HYBRID_MULTIFRACTAL', 'FBM', 'HETERO_TERRAIN'] = 'FBM',
                    normalize = True)

Normal

bl_idname : ShaderNodeNormal

class Vector

Vector.normal(self)

snd

nd.normal(cls, normal: Vector = None)

Normal Map

bl_idname : ShaderNodeNormalMap

class Float

Float.normal_map(self,
                    color: Color = None,
                    base: Literal['ORIGINAL', 'DISPLACED'] = 'DISPLACED',
                    convention: Literal['OPENGL', 'DIRECTX'] = 'OPENGL',
                    space: Literal['TANGENT', 'OBJECT', 'WORLD', 'BLENDER_OBJECT', 'BLENDER_WORLD'] = 'TANGENT',
                    uv_map = '')

snd

nd.normal_map(cls,
                    strength: Float = None,
                    color: Color = None,
                    base: Literal['ORIGINAL', 'DISPLACED'] = 'DISPLACED',
                    convention: Literal['OPENGL', 'DIRECTX'] = 'OPENGL',
                    space: Literal['TANGENT', 'OBJECT', 'WORLD', 'BLENDER_OBJECT', 'BLENDER_WORLD'] = 'TANGENT',
                    uv_map = '')

Object

bl_idname : GeometryNodeInputObject

nd

nd.object(cls, object = None)

Object Info

bl_idname : ShaderNodeObjectInfo

snd

nd.object_info(cls)

Offset Corner in Face

bl_idname : GeometryNodeOffsetCornerInFace

class Mesh

Mesh.offset_corner_in_face(cls, corner_index: Integer = None, offset: Integer = None)

class Corner

Mesh.corners.offset_in_face(cls, corner_index: Integer = None, offset: Integer = None)

nd

nd.offset_corner_in_face(cls, corner_index: Integer = None, offset: Integer = None)

Offset Point in Curve

bl_idname : GeometryNodeOffsetPointInCurve

class Curve

Curve.offset_point_in_curve(cls, point_index: Integer = None, offset: Integer = None)

class SplinePoint

Spline.points.offset_in_curve(cls, point_index: Integer = None, offset: Integer = None)

nd

nd.offset_point_in_curve(cls, point_index: Integer = None, offset: Integer = None)

Pack UV Islands

bl_idname : GeometryNodeUVPackIslands

class Vector

Vector.pack_uv_islands(self,
                    margin: Float = None,
                    rotate: Boolean = None,
                    method: Literal['Bounding Box', 'Convex Hull', 'Exact Shape'] = None,
                    bottom_left: Vector = None,
                    top_right: Vector = None)

class Corner

Mesh.corners.pack_uv_islands(cls,
                    uv: Vector = None,
                    margin: Float = None,
                    rotate: Boolean = None,
                    method: Literal['Bounding Box', 'Convex Hull', 'Exact Shape'] = None,
                    bottom_left: Vector = None,
                    top_right: Vector = None)

nd

nd.pack_uv_islands(cls,
                    uv: Vector = None,
                    selection: Boolean = None,
                    margin: Float = None,
                    rotate: Boolean = None,
                    method: Literal['Bounding Box', 'Convex Hull', 'Exact Shape'] = None,
                    bottom_left: Vector = None,
                    top_right: Vector = None)

Particle Info

bl_idname : ShaderNodeParticleInfo

snd

nd.particle_info(cls)

Point Info

bl_idname : ShaderNodePointInfo

snd

nd.point_info(cls)

Points

bl_idname : GeometryNodePoints

class Cloud

Cloud.Points(cls, count: Integer = None, position: Vector = None, radius: Float = None)

nd

nd.points(cls, count: Integer = None, position: Vector = None, radius: Float = None)

Points of Curve

bl_idname : GeometryNodePointsOfCurve

class Curve

Curve.points_of_curve(cls,
                    curve_index: Integer = None,
                    weights: Float = None,
                    sort_index: Integer = None)

class Spline

Spline.splines.points_of_curve(cls,
                    curve_index: Integer = None,
                    weights: Float = None,
                    sort_index: Integer = None)
Spline.splines.point_index(cls,
                    curve_index: Integer = None,
                    weights: Float = None,
                    sort_index: Integer = None)
Spline.splines.points_total(cls,
                    curve_index: Integer = None,
                    weights: Float = None,
                    sort_index: Integer = None)

nd

nd.points_of_curve(cls,
                    curve_index: Integer = None,
                    weights: Float = None,
                    sort_index: Integer = None)

Points to Curves

bl_idname : GeometryNodePointsToCurves

class Cloud

Cloud.to_curves(self, curve_group_id: Integer = None, weight: Float = None)

nd

nd.points_to_curves(cls,
                    points: Cloud = None,
                    curve_group_id: Integer = None,
                    weight: Float = None)

Points to SDF Grid

bl_idname : GeometryNodePointsToSDFGrid

class Cloud

Cloud.to_sdf_grid(self, radius: Float = None, voxel_size: Float = None)

nd

nd.points_to_sdf_grid(cls, points: Cloud = None, radius: Float = None, voxel_size: Float = None)

Points to Vertices

bl_idname : GeometryNodePointsToVertices

class Cloud

Cloud.to_vertices(self)

nd

nd.points_to_vertices(cls, points: Cloud = None, selection: Boolean = None)

Points to Volume

bl_idname : GeometryNodePointsToVolume

class Cloud

Cloud.to_volume(self,
                    density: Float = None,
                    resolution_mode: Literal['Amount', 'Size'] = None,
                    voxel_size: Float = None,
                    voxel_amount: Float = None,
                    radius: Float = None)

nd

nd.points_to_volume(cls,
                    points: Cloud = None,
                    density: Float = None,
                    resolution_mode: Literal['Amount', 'Size'] = None,
                    voxel_size: Float = None,
                    voxel_amount: Float = None,
                    radius: Float = None)

Position

bl_idname : GeometryNodeInputPosition

class Geometry

prop = Geometry.position

class Point

prop = Mesh.points.position

nd

nd.position(self)

Principled BSDF

bl_idname : ShaderNodeBsdfPrincipled

class Shader

Shader.Principled(cls,
                    base_color: Color = None,
                    metallic: Float = None,
                    roughness: Float = None,
                    ior: Float = None,
                    alpha: Float = None,
                    normal: Vector = None,
                    diffuse_roughness: Float = None,
                    subsurface_weight: Float = None,
                    subsurface_radius: Vector = None,
                    subsurface_scale: Float = None,
                    subsurface_anisotropy: Float = None,
                    specular_ior_level: Float = None,
                    specular_tint: Color = None,
                    anisotropic: Float = None,
                    anisotropic_rotation: Float = None,
                    tangent: Vector = None,
                    transmission_weight: Float = None,
                    coat_weight: Float = None,
                    coat_roughness: Float = None,
                    coat_ior: Float = None,
                    coat_tint: Color = None,
                    coat_normal: Vector = None,
                    sheen_weight: Float = None,
                    sheen_roughness: Float = None,
                    sheen_tint: Color = None,
                    emission_color: Color = None,
                    emission_strength: Float = None,
                    thin_film_thickness: Float = None,
                    thin_film_ior: Float = None,
                    distribution: Literal['GGX', 'MULTI_GGX'] = 'MULTI_GGX',
                    subsurface_method: Literal['BURLEY', 'RANDOM_WALK', 'RANDOM_WALK_SKIN'] = 'RANDOM_WALK')

snd

nd.principled_bsdf(cls,
                    base_color: Color = None,
                    metallic: Float = None,
                    roughness: Float = None,
                    ior: Float = None,
                    alpha: Float = None,
                    normal: Vector = None,
                    weight: Float = None,
                    diffuse_roughness: Float = None,
                    subsurface_weight: Float = None,
                    subsurface_radius: Vector = None,
                    subsurface_scale: Float = None,
                    subsurface_ior: Float = None,
                    subsurface_anisotropy: Float = None,
                    specular_ior_level: Float = None,
                    specular_tint: Color = None,
                    anisotropic: Float = None,
                    anisotropic_rotation: Float = None,
                    tangent: Vector = None,
                    transmission_weight: Float = None,
                    coat_weight: Float = None,
                    coat_roughness: Float = None,
                    coat_ior: Float = None,
                    coat_tint: Color = None,
                    coat_normal: Vector = None,
                    sheen_weight: Float = None,
                    sheen_roughness: Float = None,
                    sheen_tint: Color = None,
                    emission_color: Color = None,
                    emission_strength: Float = None,
                    thin_film_thickness: Float = None,
                    thin_film_ior: Float = None,
                    distribution: Literal['GGX', 'MULTI_GGX'] = 'MULTI_GGX',
                    subsurface_method: Literal['BURLEY', 'RANDOM_WALK', 'RANDOM_WALK_SKIN'] = 'RANDOM_WALK')

Principled Hair BSDF

bl_idname : ShaderNodeBsdfHairPrincipled

class Shader

Shader.PrincipledHair(cls,
                    color: Color = None,
                    roughness: Float = None,
                    radial_roughness: Float = None,
                    coat: Float = None,
                    ior: Float = None,
                    offset: Float = None,
                    random_roughness: Float = None,
                    random: Float = None,
                    model: Literal['CHIANG', 'HUANG'] = 'CHIANG',
                    parametrization: Literal['ABSORPTION', 'MELANIN', 'COLOR'] = 'COLOR')

snd

nd.principled_hair_bsdf(cls,
                    color: Color = None,
                    melanin: Float = None,
                    melanin_redness: Float = None,
                    tint: Color = None,
                    absorption_coefficient: Vector = None,
                    aspect_ratio: Float = None,
                    roughness: Float = None,
                    radial_roughness: Float = None,
                    coat: Float = None,
                    ior: Float = None,
                    offset: Float = None,
                    random_color: Float = None,
                    random_roughness: Float = None,
                    random: Float = None,
                    weight: Float = None,
                    reflection: Float = None,
                    transmission: Float = None,
                    secondary_reflection: Float = None,
                    model: Literal['CHIANG', 'HUANG'] = 'CHIANG',
                    parametrization: Literal['ABSORPTION', 'MELANIN', 'COLOR'] = 'COLOR')

Principled Volume

bl_idname : ShaderNodeVolumePrincipled

class VolumeShader

VolumeShader.Principled(cls,
                    color: Color = None,
                    color_attribute: String = None,
                    density: Float = None,
                    density_attribute: String = None,
                    anisotropy: Float = None,
                    absorption_color: Color = None,
                    emission_strength: Float = None,
                    emission_color: Color = None,
                    blackbody_intensity: Float = None,
                    blackbody_tint: Color = None,
                    temperature: Float = None,
                    temperature_attribute: String = None)

snd

nd.principled_volume(cls,
                    color: Color = None,
                    color_attribute: String = None,
                    density: Float = None,
                    density_attribute: String = None,
                    anisotropy: Float = None,
                    absorption_color: Color = None,
                    emission_strength: Float = None,
                    emission_color: Color = None,
                    blackbody_intensity: Float = None,
                    blackbody_tint: Color = None,
                    temperature: Float = None,
                    temperature_attribute: String = None,
                    weight: Float = None)

Project Point

bl_idname : FunctionNodeProjectPoint

class Matrix

Matrix.project_point(self, vector: Vector = None)

nd

nd.project_point(cls, vector: Vector = None, transform: Matrix = None)

Prune Grid

bl_idname : GeometryNodeGridPrune

class Float

Float.prune_grid(self,
                    mode: Literal['Inactive', 'Threshold', 'SDF'] = None,
                    threshold: Float = None)

class Integer

Integer.prune_grid(self,
                    mode: Literal['Inactive', 'Threshold', 'SDF'] = None,
                    threshold: Integer = None)

class Boolean

Boolean.prune_grid(self, mode: Literal['Inactive', 'Threshold', 'SDF'] = None)

class Vector

Vector.prune_grid(self,
                    mode: Literal['Inactive', 'Threshold', 'SDF'] = None,
                    threshold: Vector = None)

nd

nd.prune_grid(cls,
                    grid: Float = None,
                    mode: Literal['Inactive', 'Threshold', 'SDF'] = None,
                    threshold: Float = None,
                    data_type: Literal['FLOAT', 'INT', 'BOOLEAN', 'VECTOR'] = 'FLOAT')

Quadratic Bézier

bl_idname : GeometryNodeCurveQuadraticBezier

class Curve

Curve.QuadraticBezier(cls,
                    resolution: Integer = None,
                    start: Vector = None,
                    middle: Vector = None,
                    end: Vector = None)

nd

nd.quadratic_bezier(cls,
                    resolution: Integer = None,
                    start: Vector = None,
                    middle: Vector = None,
                    end: Vector = None)

Quadrilateral

bl_idname : GeometryNodeCurvePrimitiveQuadrilateral

class Curve

Curve.QuadrilateralRectangle(cls, width: Float = None, height: Float = None)
Curve.QuadrilateralParallelogram(cls, width: Float = None, height: Float = None, offset: Float = None)
Curve.QuadrilateralTrapezoid(cls,
                    height: Float = None,
                    bottom_width: Float = None,
                    top_width: Float = None,
                    offset: Float = None)
Curve.QuadrilateralKite(cls,
                    width: Float = None,
                    bottom_height: Float = None,
                    top_height: Float = None)
Curve.QuadrilateralPoints(cls,
                    point_1: Vector = None,
                    point_2: Vector = None,
                    point_3: Vector = None,
                    point_4: Vector = None)
Curve.Quadrilateral(cls,
                    width: Float = None,
                    height: Float = None,
                    mode: Literal['RECTANGLE', 'PARALLELOGRAM', 'TRAPEZOID', 'KITE', 'POINTS'] = 'RECTANGLE')

nd

nd.quadrilateral(cls,
                    width: Float = None,
                    height: Float = None,
                    bottom_width: Float = None,
                    top_width: Float = None,
                    offset: Float = None,
                    bottom_height: Float = None,
                    top_height: Float = None,
                    point_1: Vector = None,
                    point_2: Vector = None,
                    point_3: Vector = None,
                    point_4: Vector = None,
                    mode: Literal['RECTANGLE', 'PARALLELOGRAM', 'TRAPEZOID', 'KITE', 'POINTS'] = 'RECTANGLE')

Quaternion to Rotation

bl_idname : FunctionNodeQuaternionToRotation

class Rotation

Rotation.FromQuaternion(cls, w: Float = None, x: Float = None, y: Float = None, z: Float = None)

nd

nd.quaternion_to_rotation(cls, w: Float = None, x: Float = None, y: Float = None, z: Float = None)

RGB Curves

bl_idname : ShaderNodeRGBCurve

nd

nd.rgb_curves(cls, color: Color = None, factor: Float = None)

snd

nd.rgb_curves(cls, color: Color = None, factor: Float = None)

RGB to BW

bl_idname : ShaderNodeRGBToBW

class Color

Color.rgb_to_bw(self)

snd

nd.rgb_to_bw(cls, color: Color = None)

Radial Tiling

bl_idname : ShaderNodeRadialTiling

class Vector

Vector.radial_tiling(self, sides: Float = None, roundness: Float = None, normalize = False)

nd

nd.radial_tiling(cls,
                    vector: Vector = None,
                    sides: Float = None,
                    roundness: Float = None,
                    normalize = False)

snd

nd.radial_tiling(cls,
                    vector: Vector = None,
                    sides: Float = None,
                    roundness: Float = None,
                    normalize = False)

Radius

bl_idname : GeometryNodeInputRadius

class Cloud

prop = Cloud.radius

class CloudPoint

prop = Cloud.points.radius

class Curve

prop = Curve.radius

class SplinePoint

prop = Spline.points.radius

nd

nd.radius(self)

Random Value

bl_idname : FunctionNodeRandomValue

class Float

Float.Random(cls,
                    min: Float = None,
                    max: Float = None,
                    id: Integer = None,
                    seed: Integer = None)

class Integer

Integer.Random(cls,
                    min: Integer = None,
                    max: Integer = None,
                    id: Integer = None,
                    seed: Integer = None)

class Boolean

Boolean.Random(cls, probability: Float = None, id: Integer = None, seed: Integer = None)

class Vector

Vector.Random(cls,
                    min: Vector = None,
                    max: Vector = None,
                    id: Integer = None,
                    seed: Integer = None)

nd

nd.random_value(cls,
                    min: Vector = None,
                    max: Vector = None,
                    min_1: Float = None,
                    max_1: Float = None,
                    min_2: Integer = None,
                    max_2: Integer = None,
                    probability: Float = None,
                    id: Integer = None,
                    seed: Integer = None,
                    data_type: Literal['FLOAT', 'INT', 'BOOLEAN', 'FLOAT_VECTOR'] = 'FLOAT')

Ray Portal BSDF

bl_idname : ShaderNodeBsdfRayPortal

class Shader

Shader.RayPortal(cls, color: Color = None, position: Vector = None, direction: Vector = None)

snd

nd.ray_portal_bsdf(cls,
                    color: Color = None,
                    position: Vector = None,
                    direction: Vector = None,
                    weight: Float = None)

Raycast

bl_idname : ShaderNodeRaycast

class Vector

Vector.raycast(self, direction: Vector = None, length: Float = None, only_local = False)

snd

nd.raycast(cls,
                    position: Vector = None,
                    direction: Vector = None,
                    length: Float = None,
                    only_local = False)

Realize Instances

bl_idname : GeometryNodeRealizeInstances

class Geometry

Geometry.realize(self,
                    realize_all: Boolean = None,
                    depth: Integer = None,
                    realize_to_point_domain = False)

nd

nd.realize_instances(cls,
                    geometry: Geometry = None,
                    selection: Boolean = None,
                    realize_all: Boolean = None,
                    depth: Integer = None,
                    realize_to_point_domain = False)

Refraction BSDF

bl_idname : ShaderNodeBsdfRefraction

class Shader

Shader.Refraction(cls,
                    color: Color = None,
                    roughness: Float = None,
                    ior: Float = None,
                    normal: Vector = None,
                    distribution: Literal['BECKMANN', 'GGX'] = 'BECKMANN')

snd

nd.refraction_bsdf(cls,
                    color: Color = None,
                    roughness: Float = None,
                    ior: Float = None,
                    normal: Vector = None,
                    weight: Float = None,
                    distribution: Literal['BECKMANN', 'GGX'] = 'BECKMANN')

Remove Named Attribute

bl_idname : GeometryNodeRemoveAttribute

class Geometry

Geometry.remove_named_attribute(self, pattern_mode: Literal['Exact', 'Wildcard'] = None, name: String = None)

nd

nd.remove_named_attribute(cls,
                    geometry: Geometry = None,
                    pattern_mode: Literal['Exact', 'Wildcard'] = None,
                    name: String = None)

Repeat Input

bl_idname : GeometryNodeRepeatInput

class Repeat

with GeoNodes("Repeat Example"):

    geo = Geometry()
    count = Integer(3, "Count")
    move = Vector((0, 0, 2), "Move")
    scale = Float(0.5, "Scale")

    for rep in repeat(count, geo=Geometry(), move=move, scale=scale):

        rep.geo += geo.transform(scale=rep.scale, translation=rep.move)

        rep.move += move*rep.scale
        rep.scale *= scale

    rep.geo.out()

Repeat Output

bl_idname : GeometryNodeRepeatOutput

class Repeat

with GeoNodes("Repeat Example"):

    geo = Geometry()
    count = Integer(3, "Count")
    move = Vector((0, 0, 2), "Move")
    scale = Float(0.5, "Scale")

    for rep in repeat(count, geo=Geometry(), move=move, scale=scale):

        rep.geo += geo.transform(scale=rep.scale, translation=rep.move)

        rep.move += move*rep.scale
        rep.scale *= scale

    rep.geo.out()

Replace Material

bl_idname : GeometryNodeReplaceMaterial

class Geometry

Geometry.replace_material(self, old: Material = None, new: Material = None)

nd

nd.replace_material(cls, geometry: Geometry = None, old: Material = None, new: Material = None)

Replace String

bl_idname : FunctionNodeReplaceString

class String

String.replace(self, find: String = None, replace: String = None)

nd

nd.replace_string(cls, string: String = None, find: String = None, replace: String = None)

Reroute

bl_idname : NodeReroute

nd

nd.reroute(cls, input: Color = None, socket_idname = 'NodeSocketColor')

snd

nd.reroute(cls, input: Color = None, socket_idname = 'NodeSocketColor')

Resample Curve

bl_idname : GeometryNodeResampleCurve

class Curve

Curve.resample(self,
                    mode: Literal['Evaluated', 'Count', 'Length'] = None,
                    count: Integer = None,
                    length: Float = None,
                    keep_last_segment = True)

nd

nd.resample_curve(cls,
                    curve: Curve = None,
                    selection: Boolean = None,
                    mode: Literal['Evaluated', 'Count', 'Length'] = None,
                    count: Integer = None,
                    length: Float = None,
                    keep_last_segment = True)

Reverse Curve

bl_idname : GeometryNodeReverseCurve

class Curve

Curve.reverse(self)

nd

nd.reverse_curve(cls, curve: Curve = None, selection: Boolean = None)

Rotate Instances

bl_idname : GeometryNodeRotateInstances

class Instances

Instances.rotate(self,
                    rotation: Rotation = None,
                    pivot_point: Vector = None,
                    local_space: Boolean = None)

nd

nd.rotate_instances(cls,
                    instances: Instances = None,
                    selection: Boolean = None,
                    rotation: Rotation = None,
                    pivot_point: Vector = None,
                    local_space: Boolean = None)

Rotate Rotation

bl_idname : FunctionNodeRotateRotation

class Rotation

Rotation.rotate(self,
                    rotate_by: Rotation = None,
                    rotation_space: Literal['GLOBAL', 'LOCAL'] = 'GLOBAL')
Rotation.rotate_global(self, rotate_by: Rotation = None)
Rotation.rotate_local(self, rotate_by: Rotation = None)

nd

nd.rotate_rotation(cls,
                    rotation: Rotation = None,
                    rotate_by: Rotation = None,
                    rotation_space: Literal['GLOBAL', 'LOCAL'] = 'GLOBAL')

Rotate Vector

bl_idname : FunctionNodeRotateVector

class Rotation

Rotation.rotate_vector(self, vector: Vector = None)

nd

nd.rotate_vector(cls, vector: Vector = None, rotation: Rotation = None)

Rotation

bl_idname : FunctionNodeInputRotation

nd

nd.rotation(self)

Rotation to Axis Angle

bl_idname : FunctionNodeRotationToAxisAngle

class Rotation

Rotation.to_axis_angle(self)
prop = Rotation.axis_angle

nd

nd.rotation_to_axis_angle(cls, rotation: Rotation = None)

Rotation to Euler

bl_idname : FunctionNodeRotationToEuler

class Rotation

Rotation.to_euler(self)

nd

nd.rotation_to_euler(cls, rotation: Rotation = None)

Rotation to Quaternion

bl_idname : FunctionNodeRotationToQuaternion

class Rotation

Rotation.to_quaternion(self)
prop = Rotation.wxyz

nd

nd.rotation_to_quaternion(cls, rotation: Rotation = None)

SDF Grid Boolean

bl_idname : GeometryNodeSDFGridBoolean

class Float

Float.sdf_grid_boolean(self,
                    *grid_2: Float,
                    operation: Literal['INTERSECT', 'UNION', 'DIFFERENCE'] = 'DIFFERENCE')
Float.sdf_intersect(self, *grid: Float)
Float.sdf_union(self, *grid: Float)
Float.sdf_difference(self, *grid_2: Float)

nd

nd.sdf_grid_boolean(cls,
                    *grid_2: Float,
                    grid_1: Float = None,
                    operation: Literal['INTERSECT', 'UNION', 'DIFFERENCE'] = 'DIFFERENCE')

SDF Grid Fillet

bl_idname : GeometryNodeSDFGridFillet

class Float

Float.sdf_grid_fillet(self, iterations: Integer = None)

nd

nd.sdf_grid_fillet(cls, grid: Float = None, iterations: Integer = None)

SDF Grid Laplacian

bl_idname : GeometryNodeSDFGridLaplacian

class Float

Float.sdf_grid_laplacian(self, iterations: Integer = None)

nd

nd.sdf_grid_laplacian(cls, grid: Float = None, iterations: Integer = None)

SDF Grid Mean

bl_idname : GeometryNodeSDFGridMean

class Float

Float.sdf_grid_mean(self, width: Integer = None, iterations: Integer = None)

nd

nd.sdf_grid_mean(cls, grid: Float = None, width: Integer = None, iterations: Integer = None)

SDF Grid Mean Curvature

bl_idname : GeometryNodeSDFGridMeanCurvature

class Float

Float.sdf_grid_mean_curvature(self, iterations: Integer = None)

nd

nd.sdf_grid_mean_curvature(cls, grid: Float = None, iterations: Integer = None)

SDF Grid Median

bl_idname : GeometryNodeSDFGridMedian

class Float

Float.sdf_grid_median(self, width: Integer = None, iterations: Integer = None)

nd

nd.sdf_grid_median(cls, grid: Float = None, width: Integer = None, iterations: Integer = None)

SDF Grid Offset

bl_idname : GeometryNodeSDFGridOffset

class Float

Float.sdf_grid_offset(self, distance: Float = None)

nd

nd.sdf_grid_offset(cls, grid: Float = None, distance: Float = None)

Sample Curve

bl_idname : GeometryNodeSampleCurve

class Curve

Curve.sample_factor(self,
                    value: Float | Integer | Boolean | Vector | Color | Rotation | Matrix = None,
                    curve_index: Integer = None,
                    factor: Float = None,
                    use_all_curves = False)
Curve.sample_length(self,
                    value: Float | Integer | Boolean | Vector | Color | Rotation | Matrix = None,
                    length: Float = None,
                    curve_index: Integer = None,
                    use_all_curves = False)
Curve.sample(self,
                    value: Float | Integer | Boolean | Vector | Color | Rotation | Matrix = None,
                    curve_index: Integer = None,
                    factor: Float = None,
                    mode: Literal['FACTOR', 'LENGTH'] = 'FACTOR',
                    use_all_curves = False)

nd

nd.sample_curve(cls,
                    curves: Curve = None,
                    value: Float = None,
                    length: Float = None,
                    curve_index: Integer = None,
                    factor: Float = None,
                    data_type: Literal['FLOAT', 'INT', 'BOOLEAN', 'FLOAT_VECTOR', 'FLOAT_COLOR', 'QUATERNION', 'FLOAT4X4'] = 'FLOAT',
                    mode: Literal['FACTOR', 'LENGTH'] = 'FACTOR',
                    use_all_curves = False)

Sample Grid

bl_idname : GeometryNodeSampleGrid

class Float

Float.sample_grid(self,
                    position: Vector = None,
                    interpolation: Literal['Nearest Neighbor', 'Trilinear', 'Triquadratic'] = None)

class Integer

Integer.sample_grid(self,
                    position: Vector = None,
                    interpolation: Literal['Nearest Neighbor', 'Trilinear', 'Triquadratic'] = None)

class Boolean

Boolean.sample_grid(self,
                    position: Vector = None,
                    interpolation: Literal['Nearest Neighbor', 'Trilinear', 'Triquadratic'] = None)

class Vector

Vector.sample_grid(self,
                    position: Vector = None,
                    interpolation: Literal['Nearest Neighbor', 'Trilinear', 'Triquadratic'] = None)

nd

nd.sample_grid(cls,
                    grid: Float = None,
                    position: Vector = None,
                    interpolation: Literal['Nearest Neighbor', 'Trilinear', 'Triquadratic'] = None,
                    data_type: Literal['FLOAT', 'INT', 'BOOLEAN', 'VECTOR'] = 'FLOAT')

Sample Grid Index

bl_idname : GeometryNodeSampleGridIndex

class Float

Float.sample_grid_index(self, x: Integer = None, y: Integer = None, z: Integer = None)

class Integer

Integer.sample_grid_index(self, x: Integer = None, y: Integer = None, z: Integer = None)

class Boolean

Boolean.sample_grid_index(self, x: Integer = None, y: Integer = None, z: Integer = None)

class Vector

Vector.sample_grid_index(self, x: Integer = None, y: Integer = None, z: Integer = None)

nd

nd.sample_grid_index(cls,
                    grid: Float = None,
                    x: Integer = None,
                    y: Integer = None,
                    z: Integer = None,
                    data_type: Literal['FLOAT', 'INT', 'BOOLEAN', 'VECTOR'] = 'FLOAT')

Sample Index

bl_idname : GeometryNodeSampleIndex

class Point

Mesh.points.sample_index(self,
                    value: Float | Integer | Boolean | Vector | Color | Rotation | Matrix = None,
                    index: Integer = None,
                    clamp = False)

class Edge

Mesh.edges.sample_index(self,
                    value: Float | Integer | Boolean | Vector | Color | Rotation | Matrix = None,
                    index: Integer = None,
                    clamp = False)

class Face

Mesh.faces.sample_index(self,
                    value: Float | Integer | Boolean | Vector | Color | Rotation | Matrix = None,
                    index: Integer = None,
                    clamp = False)

class Corner

Mesh.corners.sample_index(self,
                    value: Float | Integer | Boolean | Vector | Color | Rotation | Matrix = None,
                    index: Integer = None,
                    clamp = False)

class Spline

Spline.splines.sample_index(self,
                    value: Float | Integer | Boolean | Vector | Color | Rotation | Matrix = None,
                    index: Integer = None,
                    clamp = False)

class Instance

Instances.insts.sample_index(self,
                    value: Float | Integer | Boolean | Vector | Color | Rotation | Matrix = None,
                    index: Integer = None,
                    clamp = False)

class Layer

GreasePencil.layers.sample_index(self,
                    value: Float | Integer | Boolean | Vector | Color | Rotation | Matrix = None,
                    index: Integer = None,
                    clamp = False)

nd

nd.sample_index(cls,
                    geometry: Geometry = None,
                    value: Float = None,
                    index: Integer = None,
                    clamp = False,
                    data_type: Literal['FLOAT', 'INT', 'BOOLEAN', 'FLOAT_VECTOR', 'FLOAT_COLOR', 'QUATERNION', 'FLOAT4X4'] = 'FLOAT',
                    domain: Literal['POINT', 'EDGE', 'FACE', 'CORNER', 'CURVE', 'INSTANCE', 'LAYER'] = 'POINT')

Sample Nearest

bl_idname : GeometryNodeSampleNearest

class Point

Mesh.points.sample_nearest(self, sample_position: Vector = None)

class Edge

Mesh.edges.sample_nearest(self, sample_position: Vector = None)

class Face

Mesh.faces.sample_nearest(self, sample_position: Vector = None)

class Corner

Mesh.corners.sample_nearest(self, sample_position: Vector = None)

nd

nd.sample_nearest(cls,
                    geometry: Geometry = None,
                    sample_position: Vector = None,
                    domain: Literal['POINT', 'EDGE', 'FACE', 'CORNER'] = 'POINT')

Sample Nearest Surface

bl_idname : GeometryNodeSampleNearestSurface

class Mesh

Mesh.sample_nearest_surface(self,
                    value: Float | Integer | Boolean | Vector | Color | Rotation | Matrix = None,
                    group_id: Integer = None,
                    sample_position: Vector = None,
                    sample_group_id: Integer = None)

nd

nd.sample_nearest_surface(cls,
                    mesh: Mesh = None,
                    value: Float = None,
                    group_id: Integer = None,
                    sample_position: Vector = None,
                    sample_group_id: Integer = None,
                    data_type: Literal['FLOAT', 'INT', 'BOOLEAN', 'FLOAT_VECTOR', 'FLOAT_COLOR', 'QUATERNION', 'FLOAT4X4'] = 'FLOAT')

Sample UV Surface

bl_idname : GeometryNodeSampleUVSurface

class Mesh

Mesh.sample_uv_surface(self,
                    value: Float | Integer | Boolean | Vector | Color | Rotation | Matrix = None,
                    uv_map: Vector = None,
                    sample_uv: Vector = None)

nd

nd.sample_uv_surface(cls,
                    mesh: Mesh = None,
                    value: Float = None,
                    uv_map: Vector = None,
                    sample_uv: Vector = None,
                    data_type: Literal['FLOAT', 'INT', 'BOOLEAN', 'FLOAT_VECTOR', 'FLOAT_COLOR', 'QUATERNION', 'FLOAT4X4'] = 'FLOAT')

Scale Elements

bl_idname : GeometryNodeScaleElements

class Face

Mesh.faces.scale(self,
                    scale: Float = None,
                    center: Vector = None,
                    scale_mode: Literal['Uniform', 'Single Axis'] = None,
                    axis: Vector = None)

class Edge

Mesh.edges.scale(self,
                    scale: Float = None,
                    center: Vector = None,
                    scale_mode: Literal['Uniform', 'Single Axis'] = None,
                    axis: Vector = None)

nd

nd.scale_elements(cls,
                    geometry: Geometry = None,
                    selection: Boolean = None,
                    scale: Float = None,
                    center: Vector = None,
                    scale_mode: Literal['Uniform', 'Single Axis'] = None,
                    axis: Vector = None,
                    domain: Literal['FACE', 'EDGE'] = 'FACE')

Scale Instances

bl_idname : GeometryNodeScaleInstances

class Instances

Instances.scale(self, scale: Vector = None, center: Vector = None, local_space: Boolean = None)

nd

nd.scale_instances(cls,
                    instances: Instances = None,
                    selection: Boolean = None,
                    scale: Vector = None,
                    center: Vector = None,
                    local_space: Boolean = None)

Scene Time

bl_idname : GeometryNodeInputSceneTime

class Float

prop = Float.scene_time
prop = Float.seconds
prop = Float.frame

nd

nd.scene_time(cls)

Script

bl_idname : ShaderNodeScript

snd

nd.script(cls,
                    bytecode = '',
                    bytecode_hash = '',
                    filepath = '',
                    mode: Literal['INTERNAL', 'EXTERNAL'] = 'INTERNAL',
                    script = None,
                    use_auto_update = False)

Selection

bl_idname : GeometryNodeToolSelection

nd

nd.selection(cls)

Self Object

bl_idname : GeometryNodeSelfObject

class Object

Object.Self(cls)

nd

nd.self_object(self)

Separate Bundle

bl_idname : NodeSeparateBundle

class Bundle

Bundle.separate_bundle(self, named_sockets: dict = {}, define_signature = False, **sockets)

nd

nd.separate_bundle(cls,
                    named_sockets: dict = {},
                    bundle: Bundle = None,
                    define_signature = False,
                    **sockets)

snd

nd.separate_bundle(cls,
                    named_sockets: dict = {},
                    bundle: Bundle = None,
                    define_signature = False,
                    **sockets)

Separate Color

bl_idname : ShaderNodeSeparateColor

class Color

Color.separate_col_RGB(self)
Color.separate_col_HSV(self)
Color.separate_col_HSL(self)
Color.separate_col(self, mode: Literal['RGB', 'HSV', 'HSL'] = 'RGB')

snd

nd.separate_color(cls, color: Color = None, mode: Literal['RGB', 'HSV', 'HSL'] = 'RGB')

Separate Components

bl_idname : GeometryNodeSeparateComponents

class Geometry

Geometry.separate_components(self)
prop = Geometry.mesh
prop = Geometry.curve
prop = Geometry.grease_pencil
prop = Geometry.point_cloud
prop = Geometry.volume
prop = Geometry.instances

nd

nd.separate_components(cls, geometry: Geometry = None)

Separate Geometry

bl_idname : GeometryNodeSeparateGeometry

class Point

Mesh.points.separate(self)

class Edge

Mesh.edges.separate(self)

class Face

Mesh.faces.separate(self)

class Spline

Spline.splines.separate(self)

class Instance

Instances.insts.separate(self)

class Layer

GreasePencil.layers.separate(self)

nd

nd.separate_geometry(cls,
                    geometry: Geometry = None,
                    selection: Boolean = None,
                    domain: Literal['POINT', 'EDGE', 'FACE', 'CURVE', 'INSTANCE', 'LAYER'] = 'POINT')

Separate Matrix

bl_idname : FunctionNodeSeparateMatrix

class Matrix

prop = Matrix.as_tuple
Matrix.separate(self)
Matrix.separate_matrix(self)
prop = Matrix.column_1_row_1
prop = Matrix.column_1_row_2
prop = Matrix.column_1_row_3
prop = Matrix.column_1_row_4
prop = Matrix.column_2_row_1
prop = Matrix.column_2_row_2
prop = Matrix.column_2_row_3
prop = Matrix.column_2_row_4
prop = Matrix.column_3_row_1
prop = Matrix.column_3_row_2
prop = Matrix.column_3_row_3
prop = Matrix.column_3_row_4
prop = Matrix.column_4_row_1
prop = Matrix.column_4_row_2
prop = Matrix.column_4_row_3
prop = Matrix.column_4_row_4

nd

nd.separate_matrix(cls, matrix: Matrix = None)

Separate Transform

bl_idname : FunctionNodeSeparateTransform

class Matrix

prop = Matrix.trs
Matrix.separate_transform(self)
prop = Matrix.translation
prop = Matrix.rotation
prop = Matrix.scale

nd

nd.separate_transform(cls, transform: Matrix = None)

Separate XYZ

bl_idname : ShaderNodeSeparateXYZ

class Vector

prop = Vector.xyz
Vector.separate_xyz(self)
prop = Vector.x
prop = Vector.y
prop = Vector.z

nd

nd.separate_xyz(cls, vector: Vector = None)

snd

nd.separate_xyz(cls, vector: Vector = None)

Set Curve Normal

bl_idname : GeometryNodeSetCurveNormal

class Curve

Curve.set_normal(self,
                    mode: Literal['Minimum Twist', 'Z Up', 'Free'] = None,
                    normal: Vector = None)
Curve.normal = value

class Spline

Spline.splines.normal = value

nd

nd.set_curve_normal(cls,
                    curve: Curve = None,
                    selection: Boolean = None,
                    mode: Literal['Minimum Twist', 'Z Up', 'Free'] = None,
                    normal: Vector = None)

Set Curve Radius

bl_idname : GeometryNodeSetCurveRadius

class Curve

Curve.set_radius(self, radius: Float = None)
Curve.radius = value

class SplinePoint

Spline.points.radius = value

nd

nd.set_curve_radius(cls, curve: Curve = None, selection: Boolean = None, radius: Float = None)

Set Curve Tilt

bl_idname : GeometryNodeSetCurveTilt

class Curve

Curve.set_tilt(self, tilt: Float = None)
Curve.tilt = value

class Spline

Spline.splines.tilt = value

nd

nd.set_curve_tilt(cls, curve: Curve = None, selection: Boolean = None, tilt: Float = None)

Set Face Set

bl_idname : GeometryNodeToolSetFaceSet

class Mesh

Mesh.set_face_set(self, face_set: Integer = None)

nd

nd.set_face_set(cls, mesh: Mesh = None, selection: Boolean = None, face_set: Integer = None)

Set Geometry Bundle

bl_idname : GeometryNodeSetGeometryBundle

nd

nd.set_geometry_bundle(cls, geometry: Geometry = None, bundle: Bundle = None)

Set Geometry Name

bl_idname : GeometryNodeSetGeometryName

class Geometry

Geometry.set_name(self, name: String = None)
Geometry.name = value

nd

nd.set_geometry_name(cls, geometry: Geometry = None, name: String = None)

Set Grease Pencil Color

bl_idname : GeometryNodeSetGreasePencilColor

class GreasePencil

GreasePencil.set_color_stroke(self, color: Color = None, opacity: Float = None)
GreasePencil.set_color_fill(self, color: Color = None, opacity: Float = None)
GreasePencil.set_color(self,
                    color: Color = None,
                    opacity: Float = None,
                    mode: Literal['STROKE', 'FILL'] = 'STROKE')
GreasePencil.stroke_color = value
GreasePencil.fill_color = value

nd

nd.set_grease_pencil_color(cls,
                    grease_pencil: GreasePencil = None,
                    selection: Boolean = None,
                    color: Color = None,
                    opacity: Float = None,
                    mode: Literal['STROKE', 'FILL'] = 'STROKE')

Set Grease Pencil Depth

bl_idname : GeometryNodeSetGreasePencilDepth

class GreasePencil

GreasePencil.set_depth(self, depth_order: Literal['2D', '3D'] = '2D')
GreasePencil.depth = value

nd

nd.set_grease_pencil_depth(cls,
                    grease_pencil: GreasePencil = None,
                    depth_order: Literal['2D', '3D'] = '2D')

Set Grease Pencil Softness

bl_idname : GeometryNodeSetGreasePencilSoftness

class GreasePencil

GreasePencil.set_softness(self, softness: Float = None)
GreasePencil.softness = value

nd

nd.set_grease_pencil_softness(cls,
                    grease_pencil: GreasePencil = None,
                    selection: Boolean = None,
                    softness: Float = None)

Set Grid Background

bl_idname : GeometryNodeSetGridBackground

class Float

Float.set_grid_background(self, background: Float = None, update_inactive: Boolean = None)

class Integer

Integer.set_grid_background(self, background: Integer = None, update_inactive: Boolean = None)

class Boolean

Boolean.set_grid_background(self, background: Boolean = None, update_inactive: Boolean = None)

class Vector

Vector.set_grid_background(self, background: Vector = None, update_inactive: Boolean = None)

nd

nd.set_grid_background(cls,
                    grid: Float = None,
                    background: Float = None,
                    update_inactive: Boolean = None,
                    data_type: Literal['FLOAT', 'INT', 'BOOLEAN', 'VECTOR'] = 'FLOAT')

Set Grid Transform

bl_idname : GeometryNodeSetGridTransform

class Float

Float.set_grid_transform(self, transform: Matrix = None)

class Integer

Integer.set_grid_transform(self, transform: Matrix = None)

class Boolean

Boolean.set_grid_transform(self, transform: Matrix = None)

class Vector

Vector.set_grid_transform(self, transform: Matrix = None)

nd

nd.set_grid_transform(cls,
                    grid: Float = None,
                    transform: Matrix = None,
                    data_type: Literal['FLOAT', 'INT', 'BOOLEAN', 'VECTOR'] = 'FLOAT')

Set Handle Positions

bl_idname : GeometryNodeSetCurveHandlePositions

class Curve

Curve.set_handle_positions(self,
                    position: Vector = None,
                    offset: Vector = None,
                    mode: Literal['LEFT', 'RIGHT'] = 'LEFT')
Curve.set_left_handle_positions(self, position: Vector = None, offset: Vector = None)
Curve.set_right_handle_positions(self, position: Vector = None, offset: Vector = None)
Curve.left_handle_position = value
Curve.right_handle_position = value
Curve.left_handle_offset = value
Curve.right_handle_offset = value

nd

nd.set_handle_positions(cls,
                    curve: Curve = None,
                    selection: Boolean = None,
                    position: Vector = None,
                    offset: Vector = None,
                    mode: Literal['LEFT', 'RIGHT'] = 'LEFT')

Set Handle Type

bl_idname : GeometryNodeCurveSetHandles

class Curve

Curve.set_handle_type(self,
                    handle_type: Literal['FREE', 'AUTO', 'VECTOR', 'ALIGN'] = 'AUTO',
                    mode = {'LEFT', 'RIGHT'})
Curve.set_left_handle_type(self, handle_type: Literal['FREE', 'AUTO', 'VECTOR', 'ALIGN'] = 'AUTO')
Curve.set_right_handle_type(self, handle_type: Literal['FREE', 'AUTO', 'VECTOR', 'ALIGN'] = 'AUTO')
Curve.set_both_handle_type(self, handle_type: Literal['FREE', 'AUTO', 'VECTOR', 'ALIGN'] = 'AUTO')
Curve.handle_type = value
Curve.left_handle_type = value
Curve.right_handle_type = value

nd

nd.set_handle_type(cls,
                    curve: Curve = None,
                    selection: Boolean = None,
                    handle_type: Literal['FREE', 'AUTO', 'VECTOR', 'ALIGN'] = 'AUTO',
                    mode = {'LEFT', 'RIGHT'})

Set ID

bl_idname : GeometryNodeSetID

class Geometry

Geometry.set_id(self, id: Integer = None)
Geometry.id = value

nd

nd.set_id(cls, geometry: Geometry = None, selection: Boolean = None, id: Integer = None)

Set Instance Transform

bl_idname : GeometryNodeSetInstanceTransform

class Instances

Instances.set_transform(self, transform: Matrix = None)
Instances.transform = value

nd

nd.set_instance_transform(cls,
                    instances: Instances = None,
                    selection: Boolean = None,
                    transform: Matrix = None)

Set Material

bl_idname : GeometryNodeSetMaterial

class Geometry

Geometry.set_material(self, material: Material = None)
Geometry.material = value

class Face

Mesh.faces.material = value

class Edge

Mesh.edges.material = value

nd

nd.set_material(cls,
                    geometry: Geometry = None,
                    selection: Boolean = None,
                    material: Material = None)

Set Material Index

bl_idname : GeometryNodeSetMaterialIndex

class Geometry

Geometry.set_material_index(self, material_index: Integer = None)
Geometry.material_index = value

class Face

Mesh.faces.material_index = value

class Spline

Spline.splines.material_index = value

nd

nd.set_material_index(cls,
                    geometry: Geometry = None,
                    selection: Boolean = None,
                    material_index: Integer = None)

Set Mesh Normal

bl_idname : GeometryNodeSetMeshNormal

class Mesh

Mesh.set_normal_sharpness(self,
                    remove_custom: Boolean = None,
                    edge_sharpness: Boolean = None,
                    face_sharpness: Boolean = None,
                    domain: Literal['POINT', 'FACE', 'CORNER'] = 'POINT')
Mesh.set_normal_free(self,
                    custom_normal: Vector = None,
                    domain: Literal['POINT', 'FACE', 'CORNER'] = 'POINT')
Mesh.set_normal_tangent_space(self,
                    custom_normal: Vector = None,
                    domain: Literal['POINT', 'FACE', 'CORNER'] = 'POINT')
Mesh.set_normal(self,
                    remove_custom: Boolean = None,
                    edge_sharpness: Boolean = None,
                    face_sharpness: Boolean = None,
                    domain: Literal['POINT', 'FACE', 'CORNER'] = 'POINT',
                    mode: Literal['SHARPNESS', 'FREE', 'TANGENT_SPACE'] = 'SHARPNESS')
Mesh.normal = value

class Point

Mesh.points.normal = value

class Face

Mesh.faces.normal = value

class Corner

Mesh.corners.normal = value

nd

nd.set_mesh_normal(cls,
                    mesh: Mesh = None,
                    remove_custom: Boolean = None,
                    edge_sharpness: Boolean = None,
                    face_sharpness: Boolean = None,
                    domain: Literal['POINT', 'FACE', 'CORNER'] = 'POINT',
                    mode: Literal['SHARPNESS', 'FREE', 'TANGENT_SPACE'] = 'SHARPNESS')

Set Point Radius

bl_idname : GeometryNodeSetPointRadius

class Point

Mesh.points.set_radius(self, radius: Float = None)

class Cloud

Cloud.radius = value

class CloudPoint

Cloud.points.radius = value

nd

nd.set_point_radius(cls, points: Cloud = None, selection: Boolean = None, radius: Float = None)

Set Position

bl_idname : GeometryNodeSetPosition

class Geometry

Geometry.set_position(self, position: Vector = None, offset: Vector = None)
Geometry.position = value
Geometry.offset = value

class Point

Mesh.points.position = value
Mesh.points.offset = value

nd

nd.set_position(cls,
                    geometry: Geometry = None,
                    selection: Boolean = None,
                    position: Vector = None,
                    offset: Vector = None)

Set Selection

bl_idname : GeometryNodeToolSetSelection

class Point

Mesh.points.set_selection(self)

class Edge

Mesh.edges.set_selection(self)

class Face

Mesh.faces.set_selection(self)

class Spline

Spline.splines.set_selection(self)

nd

nd.set_selection(cls,
                    geometry: Geometry = None,
                    selection: Boolean = None,
                    domain: Literal['POINT', 'EDGE', 'FACE', 'CURVE'] = 'POINT',
                    selection_type: Literal['BOOLEAN', 'FLOAT'] = 'BOOLEAN')

Set Shade Smooth

bl_idname : GeometryNodeSetShadeSmooth

class Edge

Mesh.edges.set_shade_smooth(self, shade_smooth: Boolean = None)
Mesh.edges.shade_smooth = value
Mesh.edges.smooth = value

class Face

Mesh.faces.set_shade_smooth(self, shade_smooth: Boolean = None)
Mesh.faces.shade_smooth = value
Mesh.faces.smooth = value

nd

nd.set_shade_smooth(cls,
                    mesh: Mesh = None,
                    selection: Boolean = None,
                    shade_smooth: Boolean = None,
                    domain: Literal['EDGE', 'FACE'] = 'FACE')

Set Spline Cyclic

bl_idname : GeometryNodeSetSplineCyclic

class Curve

Curve.set_spline_cyclic(self, cyclic: Boolean = None)
Curve.is_cyclic = value

class Spline

Spline.splines.is_cyclic = value

nd

nd.set_spline_cyclic(cls, curve: Curve = None, selection: Boolean = None, cyclic: Boolean = None)

Set Spline Resolution

bl_idname : GeometryNodeSetSplineResolution

class Curve

Curve.set_spline_resolution(self, resolution: Integer = None)
Curve.resolution = value

class Spline

Spline.splines.resolution = value

nd

nd.set_spline_resolution(cls,
                    curve: Curve = None,
                    selection: Boolean = None,
                    resolution: Integer = None)

Set Spline Type

bl_idname : GeometryNodeCurveSplineType

class Curve

Curve.set_spline_type(self, spline_type: Literal['CATMULL_ROM', 'POLY', 'BEZIER', 'NURBS'] = 'POLY')
Curve.type = value

class Spline

Spline.splines.type = value

nd

nd.set_spline_type(cls,
                    curve: Curve = None,
                    selection: Boolean = None,
                    spline_type: Literal['CATMULL_ROM', 'POLY', 'BEZIER', 'NURBS'] = 'POLY')

Shader to RGB

bl_idname : ShaderNodeShaderToRGB

class Shader

Shader.to_rgb(self)

snd

nd.shader_to_rgb(cls, shader: Shader = None)

Sheen BSDF

bl_idname : ShaderNodeBsdfSheen

class Shader

Shader.Sheen(cls,
                    color: Color = None,
                    roughness: Float = None,
                    normal: Vector = None,
                    distribution: Literal['ASHIKHMIN', 'MICROFIBER'] = 'MICROFIBER')

snd

nd.sheen_bsdf(cls,
                    color: Color = None,
                    roughness: Float = None,
                    normal: Vector = None,
                    weight: Float = None,
                    distribution: Literal['ASHIKHMIN', 'MICROFIBER'] = 'MICROFIBER')

Shortest Edge Paths

bl_idname : GeometryNodeInputShortestEdgePaths

class Mesh

Mesh.shortest_edge_paths(cls, end_vertex: Boolean = None, edge_cost: Float = None)

class Edge

Mesh.edges.shortest_paths(cls, end_vertex: Boolean = None, edge_cost: Float = None)

nd

nd.shortest_edge_paths(cls, end_vertex: Boolean = None, edge_cost: Float = None)

Simulation Input

bl_idname : GeometryNodeSimulationInput

class Simulation

with GeoNodes("Simulation Example"):

    for sim in simulation(geo=Geometry(), pos=(0, 0, 0), speed=(1, 0, 10)):

        delta = sim.speed.scale(sim.delta_time)
        sim.pos += delta
        sim.geo.transform(translation=delta) 

        x, y, z = sim.pos.xyz

        sim.speed -= (0, 0, 10*sim.delta_time)

        bounce = z < 0
        sim.speed.switch(bounce, -sim.speed)
        sim.pos.switch(bounce, (x, y, -z))

    sim.geo.out()

Simulation Output

bl_idname : GeometryNodeSimulationOutput

class Simulation

with GeoNodes("Simulation Example"):

    for sim in simulation(geo=Geometry(), pos=(0, 0, 0), speed=(1, 0, 10)):

        delta = sim.speed.scale(sim.delta_time)
        sim.pos += delta
        sim.geo.transform(translation=delta) 

        x, y, z = sim.pos.xyz

        sim.speed -= (0, 0, 10*sim.delta_time)

        bounce = z < 0
        sim.speed.switch(bounce, -sim.speed)
        sim.pos.switch(bounce, (x, y, -z))

    sim.geo.out()

Sky Texture

bl_idname : ShaderNodeTexSky

class Color

Color.SkyTexture(cls,
                    aerosol_density = 1.0,
                    air_density = 1.0,
                    altitude = 100.0,
                    ground_albedo = 0.30000001192092896,
                    ozone_density = 1.0,
                    sky_type: Literal['SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE'] = 'MULTIPLE_SCATTERING',
                    sun_disc = True,
                    sun_elevation = 0.2617993950843811,
                    sun_intensity = 1.0,
                    sun_rotation = 0.0,
                    sun_size = 0.009512044489383698,
                    turbidity = 2.200000047683716)

snd

nd.sky_texture(cls,
                    vector: Vector = None,
                    aerosol_density = 1.0,
                    air_density = 1.0,
                    altitude = 100.0,
                    ground_albedo = 0.30000001192092896,
                    ozone_density = 1.0,
                    sky_type: Literal['SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE'] = 'MULTIPLE_SCATTERING',
                    sun_disc = True,
                    sun_elevation = 0.2617993950843811,
                    sun_intensity = 1.0,
                    sun_rotation = 0.0,
                    sun_size = 0.009512044489383698,
                    turbidity = 2.200000047683716)

Slice String

bl_idname : FunctionNodeSliceString

class String

String.slice(self, position: Integer = None, length: Integer = None)

nd

nd.slice_string(cls, string: String = None, position: Integer = None, length: Integer = None)

Sort Elements

bl_idname : GeometryNodeSortElements

class Point

Mesh.points.sort(self, group_id: Integer = None, sort_weight: Float = None)

class Edge

Mesh.edges.sort(self, group_id: Integer = None, sort_weight: Float = None)

class Face

Mesh.faces.sort(self, group_id: Integer = None, sort_weight: Float = None)

class Spline

Spline.splines.sort(self, group_id: Integer = None, sort_weight: Float = None)

class Instance

Instances.insts.sort(self, group_id: Integer = None, sort_weight: Float = None)

nd

nd.sort_elements(cls,
                    geometry: Geometry = None,
                    selection: Boolean = None,
                    group_id: Integer = None,
                    sort_weight: Float = None,
                    domain: Literal['POINT', 'EDGE', 'FACE', 'CURVE', 'INSTANCE'] = 'POINT')

Special Characters

bl_idname : FunctionNodeInputSpecialCharacters

class String

prop = String.special_characters
prop = String.line_break
prop = String.tab

nd

nd.special_characters(cls)

Specular BSDF

bl_idname : ShaderNodeEeveeSpecular

class Shader

Shader.Specular(cls,
                    base_color: Color = None,
                    specular: Color = None,
                    roughness: Float = None,
                    emissive_color: Color = None,
                    transparency: Float = None,
                    normal: Vector = None,
                    clear_coat: Float = None,
                    clear_coat_roughness: Float = None,
                    clear_coat_normal: Vector = None)

snd

nd.specular_bsdf(cls,
                    base_color: Color = None,
                    specular: Color = None,
                    roughness: Float = None,
                    emissive_color: Color = None,
                    transparency: Float = None,
                    normal: Vector = None,
                    clear_coat: Float = None,
                    clear_coat_roughness: Float = None,
                    clear_coat_normal: Vector = None,
                    weight: Float = None)

Spiral

bl_idname : GeometryNodeCurveSpiral

class Curve

Curve.Spiral(cls,
                    resolution: Integer = None,
                    rotations: Float = None,
                    start_radius: Float = None,
                    end_radius: Float = None,
                    height: Float = None,
                    reverse: Boolean = None)

nd

nd.spiral(cls,
                    resolution: Integer = None,
                    rotations: Float = None,
                    start_radius: Float = None,
                    end_radius: Float = None,
                    height: Float = None,
                    reverse: Boolean = None)

Spline Length

bl_idname : GeometryNodeSplineLength

class Curve

Curve.spline_length(cls)

class Spline

prop = Spline.splines.spline_length
prop = Spline.splines.length
prop = Spline.splines.point_count

nd

nd.spline_length(cls)

Spline Parameter

bl_idname : GeometryNodeSplineParameter

class Curve

Curve.spline_parameter(cls)

class Spline

prop = Spline.splines.parameter
prop = Spline.splines.parameter_factor
prop = Spline.splines.parameter_length
prop = Spline.splines.parameter_index

nd

nd.spline_parameter(cls)

Spline Resolution

bl_idname : GeometryNodeInputSplineResolution

class Curve

prop = Curve.resolution

class Spline

prop = Spline.splines.resolution

nd

nd.spline_resolution(self)

Split Edges

bl_idname : GeometryNodeSplitEdges

class Mesh

Mesh.split_edges(self)

class Edge

Mesh.edges.split(self)

nd

nd.split_edges(cls, mesh: Mesh = None, selection: Boolean = None)

Split to Instances

bl_idname : GeometryNodeSplitToInstances

class Point

Mesh.points.split_to_instances(self, group_id: Integer = None)

class Edge

Mesh.edges.split_to_instances(self, group_id: Integer = None)

class Face

Mesh.faces.split_to_instances(self, group_id: Integer = None)

class Spline

Spline.splines.split_to_instances(self, group_id: Integer = None)

class Instance

Instances.insts.split_to_instances(self, group_id: Integer = None)

class Layer

GreasePencil.layers.split_to_instances(self, group_id: Integer = None)

nd

nd.split_to_instances(cls,
                    geometry: Geometry = None,
                    selection: Boolean = None,
                    group_id: Integer = None,
                    domain: Literal['POINT', 'EDGE', 'FACE', 'CURVE', 'INSTANCE', 'LAYER'] = 'POINT')

Star

bl_idname : GeometryNodeCurveStar

class Curve

Curve.Star(cls,
                    points: Integer = None,
                    inner_radius: Float = None,
                    outer_radius: Float = None,
                    twist: Float = None)

nd

nd.star(cls,
                    points: Integer = None,
                    inner_radius: Float = None,
                    outer_radius: Float = None,
                    twist: Float = None)

Store Bundle Item

bl_idname : NodeStoreBundleItem

class Bundle

Bundle.set_item(self,
                    path: String = None,
                    item: Float = None,
                    structure_type: Literal['AUTO', 'DYNAMIC', 'FIELD', 'GRID', 'LIST', 'SINGLE'] = 'AUTO')
Bundle.store_item(self,
                    path: String = None,
                    item: Float = None,
                    structure_type: Literal['AUTO', 'DYNAMIC', 'FIELD', 'GRID', 'LIST', 'SINGLE'] = 'AUTO')

nd

nd.store_bundle_item(cls,
                    bundle: Bundle = None,
                    path: String = None,
                    item: Float = None,
                    socket_type: Literal['FLOAT', 'INT', 'BOOLEAN', 'VECTOR', 'RGBA', 'ROTATION', 'MATRIX', 'STRING', 'MENU', 'OBJECT', 'IMAGE', 'GEOMETRY', 'COLLECTION', 'MATERIAL', 'BUNDLE', 'CLOSURE', 'FONT'] = 'FLOAT',
                    structure_type: Literal['AUTO', 'DYNAMIC', 'FIELD', 'GRID', 'LIST', 'SINGLE'] = 'AUTO')

Store Named Attribute

bl_idname : GeometryNodeStoreNamedAttribute

class Point

Mesh.points.store_named_attribute(self,
                    name: String = None,
                    value: Float | Integer | Boolean | Vector | Color | Rotation | Matrix | Integer | Vector | Color = None)
Mesh.points.store(self,
                    name: String = None,
                    value: Float | Integer | Boolean | Vector | Color | Rotation | Matrix | Integer | Vector | Color = None)

class Edge

Mesh.edges.store_named_attribute(self,
                    name: String = None,
                    value: Float | Integer | Boolean | Vector | Color | Rotation | Matrix | Integer | Vector | Color = None)
Mesh.edges.store(self,
                    name: String = None,
                    value: Float | Integer | Boolean | Vector | Color | Rotation | Matrix | Integer | Vector | Color = None)

class Face

Mesh.faces.store_named_attribute(self,
                    name: String = None,
                    value: Float | Integer | Boolean | Vector | Color | Rotation | Matrix | Integer | Vector | Color = None)
Mesh.faces.store(self,
                    name: String = None,
                    value: Float | Integer | Boolean | Vector | Color | Rotation | Matrix | Integer | Vector | Color = None)

class Corner

Mesh.corners.store_named_attribute(self,
                    name: String = None,
                    value: Float | Integer | Boolean | Vector | Color | Rotation | Matrix | Integer | Vector | Color = None)
Mesh.corners.store(self,
                    name: String = None,
                    value: Float | Integer | Boolean | Vector | Color | Rotation | Matrix | Integer | Vector | Color = None)
Mesh.corners.store_uv(self, name: String = None, value: Vector = None)

class Spline

Spline.splines.store_named_attribute(self,
                    name: String = None,
                    value: Float | Integer | Boolean | Vector | Color | Rotation | Matrix | Integer | Vector | Color = None)
Spline.splines.store(self,
                    name: String = None,
                    value: Float | Integer | Boolean | Vector | Color | Rotation | Matrix | Integer | Vector | Color = None)

class Instance

Instances.insts.store_named_attribute(self,
                    name: String = None,
                    value: Float | Integer | Boolean | Vector | Color | Rotation | Matrix | Integer | Vector | Color = None)
Instances.insts.store(self,
                    name: String = None,
                    value: Float | Integer | Boolean | Vector | Color | Rotation | Matrix | Integer | Vector | Color = None)

class Layer

GreasePencil.layers.store_named_attribute(self,
                    name: String = None,
                    value: Float | Integer | Boolean | Vector | Color | Rotation | Matrix | Integer | Vector | Color = None)
GreasePencil.layers.store(self,
                    name: String = None,
                    value: Float | Integer | Boolean | Vector | Color | Rotation | Matrix | Integer | Vector | Color = None)

nd

nd.store_named_attribute(cls,
                    geometry: Geometry = None,
                    selection: Boolean = None,
                    name: String = None,
                    value: Float = None,
                    data_type: Literal['FLOAT', 'INT', 'BOOLEAN', 'FLOAT_VECTOR', 'FLOAT_COLOR', 'QUATERNION', 'FLOAT4X4', 'INT8', 'FLOAT2', 'BYTE_COLOR'] = 'FLOAT',
                    domain: Literal['POINT', 'EDGE', 'FACE', 'CORNER', 'CURVE', 'INSTANCE', 'LAYER'] = 'POINT')

Store Named Grid

bl_idname : GeometryNodeStoreNamedGrid

class Volume

Volume.store_named_grid(self, name: String = None, grid: Boolean | Float | Integer | Vector = None)

nd

nd.store_named_grid(cls,
                    volume: Volume = None,
                    name: String = None,
                    grid: Float = None,
                    data_type: Literal['BOOLEAN', 'FLOAT', 'INT', 'VECTOR_FLOAT'] = 'FLOAT')

String

bl_idname : FunctionNodeInputString

nd

nd.string(cls, string = '')

String Length

bl_idname : FunctionNodeStringLength

class String

String.length(self)

nd

nd.string_length(cls, string: String = None)

String to Curves

bl_idname : GeometryNodeStringToCurves

class String

String.to_curves(self,
                    size: Float = None,
                    font: Font = None,
                    align_x: Literal['Left', 'Center', 'Right', 'Justify', 'Flush'] = None,
                    align_y: Literal['Top', 'Top Baseline', 'Middle', 'Bottom Baseline', 'Bottom'] = None,
                    pivot_point: Literal['Midpoint', 'Top Left', 'Top Center', 'Top Right', 'Bottom Left', 'Bottom Center', 'Bottom Right'] = None,
                    character_spacing: Float = None,
                    word_spacing: Float = None,
                    line_spacing: Float = None,
                    overflow: Literal['Overflow', 'Scale To Fit', 'Truncate'] = None,
                    text_box_width: Float = None,
                    text_box_height: Float = None)

nd

nd.string_to_curves(cls,
                    string: String = None,
                    size: Float = None,
                    font: Font = None,
                    align_x: Literal['Left', 'Center', 'Right', 'Justify', 'Flush'] = None,
                    align_y: Literal['Top', 'Top Baseline', 'Middle', 'Bottom Baseline', 'Bottom'] = None,
                    pivot_point: Literal['Midpoint', 'Top Left', 'Top Center', 'Top Right', 'Bottom Left', 'Bottom Center', 'Bottom Right'] = None,
                    character_spacing: Float = None,
                    word_spacing: Float = None,
                    line_spacing: Float = None,
                    overflow: Literal['Overflow', 'Scale To Fit', 'Truncate'] = None,
                    text_box_width: Float = None,
                    text_box_height: Float = None)

String to Value

bl_idname : FunctionNodeStringToValue

class String

String.to_value(self, data_type: Literal['FLOAT', 'INT'] = 'FLOAT')
String.to_float(self)
String.to_integer(self)

nd

nd.string_to_value(cls, string: String = None, data_type: Literal['FLOAT', 'INT'] = 'FLOAT')

Subdivide Curve

bl_idname : GeometryNodeSubdivideCurve

class Curve

Curve.subdivide(self, cuts: Integer = None)

nd

nd.subdivide_curve(cls, curve: Curve = None, cuts: Integer = None)

Subdivide Mesh

bl_idname : GeometryNodeSubdivideMesh

class Mesh

Mesh.subdivide(self, level: Integer = None)

nd

nd.subdivide_mesh(cls, mesh: Mesh = None, level: Integer = None)

Subdivision Surface

bl_idname : GeometryNodeSubdivisionSurface

class Mesh

Mesh.subdivision_surface(self,
                    level: Integer = None,
                    edge_crease: Float = None,
                    vertex_crease: Float = None,
                    limit_surface: Boolean = None,
                    uv_smooth: Literal['None', 'Keep Corners', 'Keep Corners, Junctions', 'Keep Corners, Junctions, Concave', 'Keep Boundaries', 'All'] = None,
                    boundary_smooth: Literal['Keep Corners', 'All'] = None)

nd

nd.subdivision_surface(cls,
                    mesh: Mesh = None,
                    level: Integer = None,
                    edge_crease: Float = None,
                    vertex_crease: Float = None,
                    limit_surface: Boolean = None,
                    uv_smooth: Literal['None', 'Keep Corners', 'Keep Corners, Junctions', 'Keep Corners, Junctions, Concave', 'Keep Boundaries', 'All'] = None,
                    boundary_smooth: Literal['Keep Corners', 'All'] = None)

Subsurface Scattering

bl_idname : ShaderNodeSubsurfaceScattering

class Shader

Shader.SubsurfaceScattering(cls,
                    color: Color = None,
                    scale: Float = None,
                    radius: Vector = None,
                    ior: Float = None,
                    roughness: Float = None,
                    anisotropy: Float = None,
                    normal: Vector = None,
                    falloff: Literal['BURLEY', 'RANDOM_WALK', 'RANDOM_WALK_SKIN'] = 'RANDOM_WALK')

snd

nd.subsurface_scattering(cls,
                    color: Color = None,
                    scale: Float = None,
                    radius: Vector = None,
                    ior: Float = None,
                    roughness: Float = None,
                    anisotropy: Float = None,
                    normal: Vector = None,
                    weight: Float = None,
                    falloff: Literal['BURLEY', 'RANDOM_WALK', 'RANDOM_WALK_SKIN'] = 'RANDOM_WALK')

Switch

bl_idname : GeometryNodeSwitch

class Socket

Socket.Switch(condition=None, false=None, true=None)
Socket.switch(condition=None, true=None)

Tangent

bl_idname : ShaderNodeTangent

class Vector

Vector.Tangent(cls,
                    axis: Literal['X', 'Y', 'Z'] = 'Z',
                    direction_type: Literal['RADIAL', 'UV_MAP'] = 'RADIAL',
                    uv_map = '')

snd

nd.tangent(cls,
                    axis: Literal['X', 'Y', 'Z'] = 'Z',
                    direction_type: Literal['RADIAL', 'UV_MAP'] = 'RADIAL',
                    uv_map = '')

Texture Coordinate

bl_idname : ShaderNodeTexCoord

snd

nd.texture_coordinate(cls, from_instancer = False, object = None)

Toon BSDF

bl_idname : ShaderNodeBsdfToon

class Shader

Shader.Toon(cls,
                    color: Color = None,
                    size: Float = None,
                    smooth: Float = None,
                    normal: Vector = None,
                    component: Literal['DIFFUSE', 'GLOSSY'] = 'DIFFUSE')

snd

nd.toon_bsdf(cls,
                    color: Color = None,
                    size: Float = None,
                    smooth: Float = None,
                    normal: Vector = None,
                    weight: Float = None,
                    component: Literal['DIFFUSE', 'GLOSSY'] = 'DIFFUSE')

Transform Direction

bl_idname : FunctionNodeTransformDirection

class Matrix

Matrix.transform_direction(self, direction: Vector = None)

nd

nd.transform_direction(cls, direction: Vector = None, transform: Matrix = None)

Transform Geometry

bl_idname : GeometryNodeTransform

class Geometry

Geometry.transform(self,
                    mode: Literal['Components', 'Matrix'] = None,
                    translation: Vector = None,
                    rotation: Rotation = None,
                    scale: Vector = None,
                    transform: Matrix = None)

nd

nd.transform_geometry(cls,
                    geometry: Geometry = None,
                    mode: Literal['Components', 'Matrix'] = None,
                    translation: Vector = None,
                    rotation: Rotation = None,
                    scale: Vector = None,
                    transform: Matrix = None)

Transform Gizmo

bl_idname : GeometryNodeGizmoTransform

class Matrix

Matrix.transform_gizmo(self,
                    *value: Matrix,
                    position: Vector = None,
                    rotation: Rotation = None,
                    use_rotation_x = True,
                    use_rotation_y = True,
                    use_rotation_z = True,
                    use_scale_x = True,
                    use_scale_y = True,
                    use_scale_z = True,
                    use_translation_x = True,
                    use_translation_y = True,
                    use_translation_z = True)

nd

nd.transform_gizmo(cls,
                    *value: Matrix,
                    position: Vector = None,
                    rotation: Rotation = None,
                    use_rotation_x = True,
                    use_rotation_y = True,
                    use_rotation_z = True,
                    use_scale_x = True,
                    use_scale_y = True,
                    use_scale_z = True,
                    use_translation_x = True,
                    use_translation_y = True,
                    use_translation_z = True)

Transform Point

bl_idname : FunctionNodeTransformPoint

class Matrix

Matrix.transform_point(self, vector: Vector = None)

nd

nd.transform_point(cls, vector: Vector = None, transform: Matrix = None)

Translate Instances

bl_idname : GeometryNodeTranslateInstances

class Instances

Instances.translate(self, translation: Vector = None, local_space: Boolean = None)

nd

nd.translate_instances(cls,
                    instances: Instances = None,
                    selection: Boolean = None,
                    translation: Vector = None,
                    local_space: Boolean = None)

Translucent BSDF

bl_idname : ShaderNodeBsdfTranslucent

class Shader

Shader.Translucent(cls, color: Color = None, normal: Vector = None)

snd

nd.translucent_bsdf(cls, color: Color = None, normal: Vector = None, weight: Float = None)

Transparent BSDF

bl_idname : ShaderNodeBsdfTransparent

class Shader

Shader.Transparent(cls, color: Color = None)

snd

nd.transparent_bsdf(cls, color: Color = None, weight: Float = None)

Transpose Matrix

bl_idname : FunctionNodeTransposeMatrix

class Matrix

Matrix.transpose(self)

nd

nd.transpose_matrix(cls, matrix: Matrix = None)

Triangulate

bl_idname : GeometryNodeTriangulate

class Mesh

Mesh.triangulate(self,
                    quad_method: Literal['Beauty', 'Fixed', 'Fixed Alternate', 'Shortest Diagonal', 'Longest Diagonal'] = None,
                    n_gon_method: Literal['Beauty', 'Clip'] = None)

nd

nd.triangulate(cls,
                    mesh: Mesh = None,
                    selection: Boolean = None,
                    quad_method: Literal['Beauty', 'Fixed', 'Fixed Alternate', 'Shortest Diagonal', 'Longest Diagonal'] = None,
                    n_gon_method: Literal['Beauty', 'Clip'] = None)

Trim Curve

bl_idname : GeometryNodeTrimCurve

class Curve

Curve.trim_factor(self, start: Float = None, end: Float = None)
Curve.trim_length(self, start: Float = None, end: Float = None)
Curve.trim(self,
                    start: Float = None,
                    end: Float = None,
                    mode: Literal['FACTOR', 'LENGTH'] = 'FACTOR')

nd

nd.trim_curve(cls,
                    curve: Curve = None,
                    selection: Boolean = None,
                    start: Float = None,
                    end: Float = None,
                    start_1: Float = None,
                    end_1: Float = None,
                    mode: Literal['FACTOR', 'LENGTH'] = 'FACTOR')

UV Along Stroke

bl_idname : ShaderNodeUVAlongStroke

snd

nd.uv_along_stroke(cls, use_tips = False)

UV Map

bl_idname : ShaderNodeUVMap

class Vector

Vector.UvMap(cls, from_instancer = False, uv_map = '')

snd

nd.uv_map(cls, from_instancer = False, uv_map = '')

UV Sphere

bl_idname : GeometryNodeMeshUVSphere

class Mesh

Mesh.UVSphere(cls, segments: Integer = None, rings: Integer = None, radius: Float = None)

nd

nd.uv_sphere(cls, segments: Integer = None, rings: Integer = None, radius: Float = None)

UV Tangent

bl_idname : GeometryNodeUVTangent

class Vector

Vector.uv_tangent(self, method: Literal['Exact', 'Fast'] = None)

nd

nd.uv_tangent(cls, method: Literal['Exact', 'Fast'] = None, uv: Vector = None)

UV Unwrap

bl_idname : GeometryNodeUVUnwrap

class Boolean

Boolean.uv_unwrap(self,
                    seam: Boolean = None,
                    margin: Float = None,
                    fill_holes: Boolean = None,
                    method: Literal['Angle Based', 'Conformal', 'Minimum Stretch'] = None,
                    iterations: Integer = None,
                    no_flip: Boolean = None)

class Corner

Mesh.corners.uv_unwrap(cls,
                    seam: Boolean = None,
                    margin: Float = None,
                    fill_holes: Boolean = None,
                    method: Literal['Angle Based', 'Conformal', 'Minimum Stretch'] = None,
                    iterations: Integer = None,
                    no_flip: Boolean = None)

nd

nd.uv_unwrap(cls,
                    selection: Boolean = None,
                    seam: Boolean = None,
                    margin: Float = None,
                    fill_holes: Boolean = None,
                    method: Literal['Angle Based', 'Conformal', 'Minimum Stretch'] = None,
                    iterations: Integer = None,
                    no_flip: Boolean = None)

Value

bl_idname : ShaderNodeValue

nd

nd.value(self)

snd

nd.value(self)

Value to String

bl_idname : FunctionNodeValueToString

class Float

Float.to_string(self, decimals: Integer = None)

class Integer

Integer.to_string(self)

nd

nd.value_to_string(cls,
                    value: Float = None,
                    decimals: Integer = None,
                    data_type: Literal['FLOAT', 'INT'] = 'FLOAT')

Vector

bl_idname : FunctionNodeInputVector

nd

nd.vector(self)

Vector Curves

bl_idname : ShaderNodeVectorCurve

nd

nd.vector_curves(cls, vector: Vector = None, factor: Float = None)

snd

nd.vector_curves(cls, vector: Vector = None, factor: Float = None)

Vector Displacement

bl_idname : ShaderNodeVectorDisplacement

class Color

Color.vector_displacement(self,
                    midlevel: Float = None,
                    scale: Float = None,
                    space: Literal['TANGENT', 'OBJECT', 'WORLD'] = 'TANGENT')

snd

nd.vector_displacement(cls,
                    vector: Color = None,
                    midlevel: Float = None,
                    scale: Float = None,
                    space: Literal['TANGENT', 'OBJECT', 'WORLD'] = 'TANGENT')

Vector Math

bl_idname : ShaderNodeVectorMath

class Vector

Vector.add(self, vector: Vector = None)
Vector.subtract(self, vector: Vector = None)
Vector.multiply(self, vector: Vector = None)
Vector.divide(self, vector: Vector = None)
Vector.multiply_add(self, multiplier: Vector = None, addend: Vector = None)
Vector.cross(self, vector: Vector = None)
Vector.project(self, vector: Vector = None)
Vector.reflect(self, vector: Vector = None)
Vector.refract(self, vector: Vector = None, ior: Float = None)
Vector.faceforward(self, incident: Vector = None, reference: Vector = None)
Vector.dot(self, vector: Vector = None)
Vector.distance(self, vector: Vector = None)
Vector.length(self)
Vector.scale(self, scale: Float = None)
Vector.normalize(self)
Vector.abs(self)
Vector.power(self, exponent: Vector = None)
Vector.sign(self)
Vector.min(self, vector: Vector = None)
Vector.max(self, vector: Vector = None)
Vector.round(self)
Vector.floor(self)
Vector.ceil(self)
Vector.fraction(self)
Vector.modulo(self, vector: Vector = None)
Vector.wrap(self, max: Vector = None, min: Vector = None)
Vector.snap(self, increment: Vector = None)
Vector.sin(self)
Vector.cos(self)
Vector.tan(self)

class gnmath

gnmath.vadd(vector: Vector = None, vector_1: Vector = None)
gnmath.vsubtract(vector: Vector = None, vector_1: Vector = None)
gnmath.vmultiply(vector: Vector = None, vector_1: Vector = None)
gnmath.vdivide(vector: Vector = None, vector_1: Vector = None)
gnmath.vmultiply_add(vector: Vector = None, multiplier: Vector = None, addend: Vector = None)
gnmath.cross(vector: Vector = None, vector_1: Vector = None)
gnmath.project(vector: Vector = None, vector_1: Vector = None)
gnmath.reflect(vector: Vector = None, vector_1: Vector = None)
gnmath.refract(vector: Vector = None, vector_1: Vector = None, ior: Float = None)
gnmath.faceforward(vector: Vector = None, incident: Vector = None, reference: Vector = None)
gnmath.dot(vector: Vector = None, vector_1: Vector = None)
gnmath.distance(vector: Vector = None, vector_1: Vector = None)
gnmath.length(vector: Vector = None)
gnmath.scale(vector: Vector = None, scale: Float = None)
gnmath.normalize(vector: Vector = None)
gnmath.vabs(vector: Vector = None)
gnmath.vpower(base: Vector = None, exponent: Vector = None)
gnmath.vsign(vector: Vector = None)
gnmath.vmin(vector: Vector = None, vector_1: Vector = None)
gnmath.vmax(vector: Vector = None, vector_1: Vector = None)
gnmath.vround(vector: Vector = None)
gnmath.vfloor(vector: Vector = None)
gnmath.vceil(vector: Vector = None)
gnmath.vfraction(vector: Vector = None)
gnmath.vmodulo(vector: Vector = None, vector_1: Vector = None)
gnmath.vwrap(vector: Vector = None, max: Vector = None, min: Vector = None)
gnmath.vsnap(vector: Vector = None, increment: Vector = None)
gnmath.vsin(vector: Vector = None)
gnmath.vcos(vector: Vector = None)
gnmath.vtan(vector: Vector = None)

nd

nd.vector_math(cls,
                    vector: Vector = None,
                    vector_1: Vector = None,
                    vector_2: Vector = None,
                    scale: Float = None,
                    operation: Literal['ADD', 'SUBTRACT', 'MULTIPLY', 'DIVIDE', 'MULTIPLY_ADD', 'CROSS_PRODUCT', 'PROJECT', 'REFLECT', 'REFRACT', 'FACEFORWARD', 'DOT_PRODUCT', 'DISTANCE', 'LENGTH', 'SCALE', 'NORMALIZE', 'ABSOLUTE', 'POWER', 'SIGN', 'MINIMUM', 'MAXIMUM', 'ROUND', 'FLOOR', 'CEIL', 'FRACTION', 'MODULO', 'WRAP', 'SNAP', 'SINE', 'COSINE', 'TANGENT'] = 'ADD')

snd

nd.vector_math(cls,
                    vector: Vector = None,
                    vector_1: Vector = None,
                    vector_2: Vector = None,
                    scale: Float = None,
                    operation: Literal['ADD', 'SUBTRACT', 'MULTIPLY', 'DIVIDE', 'MULTIPLY_ADD', 'CROSS_PRODUCT', 'PROJECT', 'REFLECT', 'REFRACT', 'FACEFORWARD', 'DOT_PRODUCT', 'DISTANCE', 'LENGTH', 'SCALE', 'NORMALIZE', 'ABSOLUTE', 'POWER', 'SIGN', 'MINIMUM', 'MAXIMUM', 'ROUND', 'FLOOR', 'CEIL', 'FRACTION', 'MODULO', 'WRAP', 'SNAP', 'SINE', 'COSINE', 'TANGENT'] = 'ADD')

Vector Rotate

bl_idname : ShaderNodeVectorRotate

class Vector

Vector.rotate(self,
                    center: Vector = None,
                    axis: Vector = None,
                    angle: Float = None,
                    invert = False,
                    rotation_type: Literal['AXIS_ANGLE', 'X_AXIS', 'Y_AXIS', 'Z_AXIS', 'EULER_XYZ'] = 'AXIS_ANGLE')
Vector.rotate_axis_angle(self,
                    center: Vector = None,
                    axis: Vector = None,
                    angle: Float = None,
                    invert = False)
Vector.rotate_x_axis(self, center: Vector = None, angle: Float = None, invert = False)
Vector.rotate_y_axis(self, center: Vector = None, angle: Float = None, invert = False)
Vector.rotate_z_axis(self, center: Vector = None, angle: Float = None, invert = False)
Vector.rotate_euler_xyz(self, center: Vector = None, rotation: Vector = None, invert = False)

nd

nd.vector_rotate(cls,
                    vector: Vector = None,
                    center: Vector = None,
                    axis: Vector = None,
                    angle: Float = None,
                    rotation: Vector = None,
                    invert = False,
                    rotation_type: Literal['AXIS_ANGLE', 'X_AXIS', 'Y_AXIS', 'Z_AXIS', 'EULER_XYZ'] = 'AXIS_ANGLE')

snd

nd.vector_rotate(cls,
                    vector: Vector = None,
                    center: Vector = None,
                    axis: Vector = None,
                    angle: Float = None,
                    rotation: Vector = None,
                    invert = False,
                    rotation_type: Literal['AXIS_ANGLE', 'X_AXIS', 'Y_AXIS', 'Z_AXIS', 'EULER_XYZ'] = 'AXIS_ANGLE')

Vector Transform

bl_idname : ShaderNodeVectorTransform

class Vector

Vector.vector_transform(self,
                    convert_from: Literal['WORLD', 'OBJECT', 'CAMERA'] = 'WORLD',
                    convert_to: Literal['WORLD', 'OBJECT', 'CAMERA'] = 'OBJECT',
                    vector_type: Literal['POINT', 'VECTOR', 'NORMAL'] = 'VECTOR')

snd

nd.vector_transform(cls,
                    vector: Vector = None,
                    convert_from: Literal['WORLD', 'OBJECT', 'CAMERA'] = 'WORLD',
                    convert_to: Literal['WORLD', 'OBJECT', 'CAMERA'] = 'OBJECT',
                    vector_type: Literal['POINT', 'VECTOR', 'NORMAL'] = 'VECTOR')

Vertex Neighbors

bl_idname : GeometryNodeInputMeshVertexNeighbors

class Mesh

prop = Mesh.vertex_neighbors

class Vertex

prop = Mesh.points.neighbors
prop = Mesh.points.neighbors_vertex_count
prop = Mesh.points.neighbors_face_count

nd

nd.vertex_neighbors(cls)

Vertex of Corner

bl_idname : GeometryNodeVertexOfCorner

class Mesh

Mesh.vertex_of_corner(cls, corner_index: Integer = None)

class Corner

Mesh.corners.vertex_index(cls, corner_index: Integer = None)

nd

nd.vertex_of_corner(cls, corner_index: Integer = None)

Viewer

bl_idname : GeometryNodeViewer

class Geometry

Geometry.viewer(cls, named_sockets: dict = {}, ui_shortcut = 0, **sockets)

class Point

Mesh.points.viewer(cls, named_sockets: dict = {}, ui_shortcut = 0, **sockets)

class Edge

Mesh.edges.viewer(cls, named_sockets: dict = {}, ui_shortcut = 0, **sockets)

class Face

Mesh.faces.viewer(cls, named_sockets: dict = {}, ui_shortcut = 0, **sockets)

class Corner

Mesh.corners.viewer(cls, named_sockets: dict = {}, ui_shortcut = 0, **sockets)

class Spline

Spline.splines.viewer(cls, named_sockets: dict = {}, ui_shortcut = 0, **sockets)

class Instance

Instances.insts.viewer(cls, named_sockets: dict = {}, ui_shortcut = 0, **sockets)

class Layer

GreasePencil.layers.viewer(cls, named_sockets: dict = {}, ui_shortcut = 0, **sockets)

nd

nd.viewer(cls,
                    named_sockets: dict = {},
                    domain: Literal['AUTO', 'POINT', 'EDGE', 'FACE', 'CORNER', 'CURVE', 'INSTANCE', 'LAYER'] = 'AUTO',
                    ui_shortcut = 0,
                    **sockets)

Viewport Transform

bl_idname : GeometryNodeViewportTransform

nd

nd.viewport_transform(cls)

Volume Absorption

bl_idname : ShaderNodeVolumeAbsorption

class VolumeShader

VolumeShader.Absorption(cls, color: Color = None, density: Float = None)

snd

nd.volume_absorption(cls, color: Color = None, density: Float = None, weight: Float = None)

Volume Coefficients

bl_idname : ShaderNodeVolumeCoefficients

snd

nd.volume_coefficients(cls,
                    weight: Float = None,
                    absorption_coefficients: Vector = None,
                    scatter_coefficients: Vector = None,
                    anisotropy: Float = None,
                    ior: Float = None,
                    backscatter: Float = None,
                    alpha: Float = None,
                    diameter: Float = None,
                    emission_coefficients: Vector = None,
                    phase: Literal['HENYEY_GREENSTEIN', 'FOURNIER_FORAND', 'DRAINE', 'RAYLEIGH', 'MIE'] = 'HENYEY_GREENSTEIN')

Volume Cube

bl_idname : GeometryNodeVolumeCube

class Volume

Volume.Cube(cls,
                    density: Float = None,
                    background: Float = None,
                    min: Vector = None,
                    max: Vector = None,
                    resolution_x: Integer = None,
                    resolution_y: Integer = None,
                    resolution_z: Integer = None)

nd

nd.volume_cube(cls,
                    density: Float = None,
                    background: Float = None,
                    min: Vector = None,
                    max: Vector = None,
                    resolution_x: Integer = None,
                    resolution_y: Integer = None,
                    resolution_z: Integer = None)

Volume Info

bl_idname : ShaderNodeVolumeInfo

class VolumeShader

prop = VolumeShader.info

snd

nd.volume_info(cls)

Volume Scatter

bl_idname : ShaderNodeVolumeScatter

class VolumeShader

VolumeShader.Scatter(cls,
                    color: Color = None,
                    density: Float = None,
                    anisotropy: Float = None,
                    phase: Literal['HENYEY_GREENSTEIN', 'FOURNIER_FORAND', 'DRAINE', 'RAYLEIGH', 'MIE'] = 'HENYEY_GREENSTEIN')

snd

nd.volume_scatter(cls,
                    color: Color = None,
                    density: Float = None,
                    anisotropy: Float = None,
                    ior: Float = None,
                    backscatter: Float = None,
                    alpha: Float = None,
                    diameter: Float = None,
                    weight: Float = None,
                    phase: Literal['HENYEY_GREENSTEIN', 'FOURNIER_FORAND', 'DRAINE', 'RAYLEIGH', 'MIE'] = 'HENYEY_GREENSTEIN')

Volume to Mesh

bl_idname : GeometryNodeVolumeToMesh

class Volume

Volume.to_mesh(self,
                    resolution_mode: Literal['Grid', 'Amount', 'Size'] = None,
                    voxel_size: Float = None,
                    voxel_amount: Float = None,
                    threshold: Float = None,
                    adaptivity: Float = None)

nd

nd.volume_to_mesh(cls,
                    volume: Volume = None,
                    resolution_mode: Literal['Grid', 'Amount', 'Size'] = None,
                    voxel_size: Float = None,
                    voxel_amount: Float = None,
                    threshold: Float = None,
                    adaptivity: Float = None)

Voronoi Texture

bl_idname : ShaderNodeTexVoronoi

class Float

Float.Voronoi(cls,
                    vector: Vector = None,
                    scale: Float = None,
                    detail: Float = None,
                    roughness: Float = None,
                    lacunarity: Float = None,
                    randomness: Float = None,
                    distance: Literal['EUCLIDEAN', 'MANHATTAN', 'CHEBYCHEV', 'MINKOWSKI'] = 'EUCLIDEAN',
                    feature: Literal['F1', 'F2', 'SMOOTH_F1', 'DISTANCE_TO_EDGE', 'N_SPHERE_RADIUS'] = 'F1',
                    normalize = False,
                    voronoi_dimensions: Literal['1D', '2D', '3D', '4D'] = '3D')

class Texture

Texture.Voronoi(cls,
                    vector: Vector = None,
                    scale: Float = None,
                    detail: Float = None,
                    roughness: Float = None,
                    lacunarity: Float = None,
                    randomness: Float = None,
                    distance: Literal['EUCLIDEAN', 'MANHATTAN', 'CHEBYCHEV', 'MINKOWSKI'] = 'EUCLIDEAN',
                    feature: Literal['F1', 'F2', 'SMOOTH_F1', 'DISTANCE_TO_EDGE', 'N_SPHERE_RADIUS'] = 'F1',
                    normalize = False,
                    voronoi_dimensions: Literal['1D', '2D', '3D', '4D'] = '3D')

nd

nd.voronoi_texture(cls,
                    vector: Vector = None,
                    w: Float = None,
                    scale: Float = None,
                    detail: Float = None,
                    roughness: Float = None,
                    lacunarity: Float = None,
                    smoothness: Float = None,
                    exponent: Float = None,
                    randomness: Float = None,
                    distance: Literal['EUCLIDEAN', 'MANHATTAN', 'CHEBYCHEV', 'MINKOWSKI'] = 'EUCLIDEAN',
                    feature: Literal['F1', 'F2', 'SMOOTH_F1', 'DISTANCE_TO_EDGE', 'N_SPHERE_RADIUS'] = 'F1',
                    normalize = False,
                    voronoi_dimensions: Literal['1D', '2D', '3D', '4D'] = '3D')

snd

nd.voronoi_texture(cls,
                    vector: Vector = None,
                    w: Float = None,
                    scale: Float = None,
                    detail: Float = None,
                    roughness: Float = None,
                    lacunarity: Float = None,
                    smoothness: Float = None,
                    exponent: Float = None,
                    randomness: Float = None,
                    distance: Literal['EUCLIDEAN', 'MANHATTAN', 'CHEBYCHEV', 'MINKOWSKI'] = 'EUCLIDEAN',
                    feature: Literal['F1', 'F2', 'SMOOTH_F1', 'DISTANCE_TO_EDGE', 'N_SPHERE_RADIUS'] = 'F1',
                    normalize = False,
                    voronoi_dimensions: Literal['1D', '2D', '3D', '4D'] = '3D')

Voxel Index

bl_idname : GeometryNodeInputVoxelIndex

class Float

Float.voxel_index(cls)

class Integer

Integer.voxel_index(cls)

class Boolean

Boolean.voxel_index(cls)

class Vector

Vector.voxel_index(cls)

nd

nd.voxel_index(cls)

Voxelize Grid

bl_idname : GeometryNodeGridVoxelize

class Float

Float.voxelize_grid(self)

class Integer

Integer.voxelize_grid(self)

class Boolean

Boolean.voxelize_grid(self)

class Vector

Vector.voxelize_grid(self)

nd

nd.voxelize_grid(cls,
                    grid: Float = None,
                    data_type: Literal['FLOAT', 'INT', 'BOOLEAN', 'VECTOR'] = 'FLOAT')

Warning

bl_idname : GeometryNodeWarning

class Boolean

Boolean.error(self, message: String = None)
Boolean.warning(self, message: String = None)
Boolean.info(self, message: String = None)

nd

nd.warning(cls,
                    show: Boolean = None,
                    message: String = None,
                    warning_type: Literal['ERROR', 'WARNING', 'INFO'] = 'ERROR')

Wave Texture

bl_idname : ShaderNodeTexWave

class Color

Color.Wave(cls,
                    vector: Vector = None,
                    scale: Float = None,
                    distortion: Float = None,
                    detail: Float = None,
                    detail_scale: Float = None,
                    detail_roughness: Float = None,
                    phase_offset: Float = None,
                    bands_direction: Literal['X', 'Y', 'Z', 'DIAGONAL'] = 'X',
                    rings_direction: Literal['X', 'Y', 'Z', 'SPHERICAL'] = 'X',
                    wave_profile: Literal['SIN', 'SAW', 'TRI'] = 'SIN',
                    wave_type: Literal['BANDS', 'RINGS'] = 'BANDS')

class Texture

Texture.Wave(cls,
                    vector: Vector = None,
                    scale: Float = None,
                    distortion: Float = None,
                    detail: Float = None,
                    detail_scale: Float = None,
                    detail_roughness: Float = None,
                    phase_offset: Float = None,
                    bands_direction: Literal['X', 'Y', 'Z', 'DIAGONAL'] = 'X',
                    rings_direction: Literal['X', 'Y', 'Z', 'SPHERICAL'] = 'X',
                    wave_profile: Literal['SIN', 'SAW', 'TRI'] = 'SIN',
                    wave_type: Literal['BANDS', 'RINGS'] = 'BANDS')

nd

nd.wave_texture(cls,
                    vector: Vector = None,
                    scale: Float = None,
                    distortion: Float = None,
                    detail: Float = None,
                    detail_scale: Float = None,
                    detail_roughness: Float = None,
                    phase_offset: Float = None,
                    bands_direction: Literal['X', 'Y', 'Z', 'DIAGONAL'] = 'X',
                    rings_direction: Literal['X', 'Y', 'Z', 'SPHERICAL'] = 'X',
                    wave_profile: Literal['SIN', 'SAW', 'TRI'] = 'SIN',
                    wave_type: Literal['BANDS', 'RINGS'] = 'BANDS')

snd

nd.wave_texture(cls,
                    vector: Vector = None,
                    scale: Float = None,
                    distortion: Float = None,
                    detail: Float = None,
                    detail_scale: Float = None,
                    detail_roughness: Float = None,
                    phase_offset: Float = None,
                    bands_direction: Literal['X', 'Y', 'Z', 'DIAGONAL'] = 'X',
                    rings_direction: Literal['X', 'Y', 'Z', 'SPHERICAL'] = 'X',
                    wave_profile: Literal['SIN', 'SAW', 'TRI'] = 'SIN',
                    wave_type: Literal['BANDS', 'RINGS'] = 'BANDS')

Wavelength

bl_idname : ShaderNodeWavelength

class Float

Float.wavelength(self)

snd

nd.wavelength(cls, wavelength: Float = None)

White Noise Texture

bl_idname : ShaderNodeTexWhiteNoise

class Float

Float.WhiteNoise(cls,
                    vector: Vector = None,
                    noise_dimensions: Literal['1D', '2D', '3D', '4D'] = '3D')

class Texture

Texture.WhiteNoise(cls,
                    vector: Vector = None,
                    noise_dimensions: Literal['1D', '2D', '3D', '4D'] = '3D')

nd

nd.white_noise_texture(cls,
                    vector: Vector = None,
                    w: Float = None,
                    noise_dimensions: Literal['1D', '2D', '3D', '4D'] = '3D')

snd

nd.white_noise_texture(cls,
                    vector: Vector = None,
                    w: Float = None,
                    noise_dimensions: Literal['1D', '2D', '3D', '4D'] = '3D')

Wireframe

bl_idname : ShaderNodeWireframe

class Float

Float.wireframe(self, use_pixel_size = False)

snd

nd.wireframe(cls, size: Float = None, use_pixel_size = False)

World Output

bl_idname : ShaderNodeOutputWorld

class Shader

Shader.world_output(self,
                    volume: VolumeShader = None,
                    is_active_output = True,
                    target: Literal['ALL', 'EEVEE', 'CYCLES'] = 'ALL')

snd

nd.world_output(cls,
                    surface: Shader = None,
                    volume: VolumeShader = None,
                    is_active_output = True,
                    target: Literal['ALL', 'EEVEE', 'CYCLES'] = 'ALL')