Global functions

Created on 2022-07-10 @author: Generated from generator module Blender version: 3.2.0

abs(value0=None, node_label=None, node_color=None)

Geometry node [Math].

Parameters
  • value0 – Float

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Float

Node creation

Node Math

  • operation = ‘ABSOLUTE’

Blender reference : ShaderNodeMath, Node ‘Math’

from geonodes import nodes
nodes.Math(value0=value0, operation='ABSOLUTE', label=node_label, node_color=node_color)
add(value0=None, value1=None, node_label=None, node_color=None)

Geometry node [Math].

Parameters
  • value0 – Float

  • value1 – Float

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Float

Node creation

Node Math

  • operation = ‘ADD’

Blender reference : ShaderNodeMath, Node ‘Math’

from geonodes import nodes
nodes.Math(value0=value0, value1=value1, operation='ADD', label=node_label, node_color=node_color)
arccos(value0=None, node_label=None, node_color=None)

Geometry node [Math].

Parameters
  • value0 – Float

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Float

Node creation

Node Math

  • operation = ‘ARCCOSINE’

Blender reference : ShaderNodeMath, Node ‘Math’

from geonodes import nodes
nodes.Math(value0=value0, operation='ARCCOSINE', label=node_label, node_color=node_color)
arcsin(value0=None, node_label=None, node_color=None)

Geometry node [Math].

Parameters
  • value0 – Float

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Float

Node creation

Node Math

  • operation = ‘ARCSINE’

Blender reference : ShaderNodeMath, Node ‘Math’

from geonodes import nodes
nodes.Math(value0=value0, operation='ARCSINE', label=node_label, node_color=node_color)
arctan(value0=None, node_label=None, node_color=None)

Geometry node [Math].

Parameters
  • value0 – Float

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Float

Node creation

Node Math

  • operation = ‘ARCTANGENT’

Blender reference : ShaderNodeMath, Node ‘Math’

from geonodes import nodes
nodes.Math(value0=value0, operation='ARCTANGENT', label=node_label, node_color=node_color)
arctan2(value0=None, value1=None, node_label=None, node_color=None)

Geometry node [Math].

Parameters
  • value0 – Float

  • value1 – Float

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Float

Node creation

Node Math

  • operation = ‘ARCTAN2’

Blender reference : ShaderNodeMath, Node ‘Math’

from geonodes import nodes
nodes.Math(value0=value0, value1=value1, operation='ARCTAN2', label=node_label, node_color=node_color)
b_and(boolean0=None, boolean1=None, operation='AND', node_label=None, node_color=None)

Geometry node [Boolean Math].

Parameters
  • boolean0 – Boolean

  • boolean1 – Boolean

  • operation (str) – ‘AND’ in [AND, OR, NOT, NAND, NOR, XNOR, XOR, IMPLY, NIMPLY]

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Boolean

Node creation

Node BooleanMath

Blender reference : FunctionNodeBooleanMath, Node ‘Boolean Math’

from geonodes import nodes
nodes.BooleanMath(boolean0=boolean0, boolean1=boolean1, operation=operation, label=node_label, node_color=node_color)
b_not(boolean0=None, boolean1=None, operation='AND', node_label=None, node_color=None)

Geometry node [Boolean Math].

Parameters
  • boolean0 – Boolean

  • boolean1 – Boolean

  • operation (str) – ‘AND’ in [AND, OR, NOT, NAND, NOR, XNOR, XOR, IMPLY, NIMPLY]

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Boolean

Node creation

Node BooleanMath

Blender reference : FunctionNodeBooleanMath, Node ‘Boolean Math’

from geonodes import nodes
nodes.BooleanMath(boolean0=boolean0, boolean1=boolean1, operation=operation, label=node_label, node_color=node_color)
b_or(boolean0=None, boolean1=None, operation='AND', node_label=None, node_color=None)

Geometry node [Boolean Math].

Parameters
  • boolean0 – Boolean

  • boolean1 – Boolean

  • operation (str) – ‘AND’ in [AND, OR, NOT, NAND, NOR, XNOR, XOR, IMPLY, NIMPLY]

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Boolean

Node creation

Node BooleanMath

Blender reference : FunctionNodeBooleanMath, Node ‘Boolean Math’

from geonodes import nodes
nodes.BooleanMath(boolean0=boolean0, boolean1=boolean1, operation=operation, label=node_label, node_color=node_color)
ceil(value0=None, node_label=None, node_color=None)

Geometry node [Math].

Parameters
  • value0 – Float

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Float

Node creation

Node Math

  • operation = ‘CEIL’

Blender reference : ShaderNodeMath, Node ‘Math’

from geonodes import nodes
nodes.Math(value0=value0, operation='CEIL', label=node_label, node_color=node_color)
color_add(color1=None, color2=None, fac=None, use_alpha=False, node_label=None, node_color=None)

Geometry node [Mix].

Parameters
  • color1 – Color

  • color2 – Color

  • fac – Float

  • use_alpha (bool) – False

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Color

Node creation

Node Mix

  • blend_type = ‘ADD’

Blender reference : ShaderNodeMixRGB, Node ‘Mix’

from geonodes import nodes
nodes.Mix(color1=color1, color2=color2, fac=fac, blend_type='ADD', use_alpha=use_alpha, label=node_label, node_color=node_color)
color_burn(color1=None, color2=None, fac=None, use_alpha=False, node_label=None, node_color=None)

Geometry node [Mix].

Parameters
  • color1 – Color

  • color2 – Color

  • fac – Float

  • use_alpha (bool) – False

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Color

Node creation

Node Mix

  • blend_type = ‘BURN’

Blender reference : ShaderNodeMixRGB, Node ‘Mix’

from geonodes import nodes
nodes.Mix(color1=color1, color2=color2, fac=fac, blend_type='BURN', use_alpha=use_alpha, label=node_label, node_color=node_color)
color_darken(color1=None, color2=None, fac=None, use_alpha=False, node_label=None, node_color=None)

Geometry node [Mix].

Parameters
  • color1 – Color

  • color2 – Color

  • fac – Float

  • use_alpha (bool) – False

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Color

Node creation

Node Mix

  • blend_type = ‘DARKEN’

Blender reference : ShaderNodeMixRGB, Node ‘Mix’

from geonodes import nodes
nodes.Mix(color1=color1, color2=color2, fac=fac, blend_type='DARKEN', use_alpha=use_alpha, label=node_label, node_color=node_color)
color_difference(color1=None, color2=None, fac=None, use_alpha=False, node_label=None, node_color=None)

Geometry node [Mix].

Parameters
  • color1 – Color

  • color2 – Color

  • fac – Float

  • use_alpha (bool) – False

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Color

Node creation

Node Mix

  • blend_type = ‘DIFFERENCE’

Blender reference : ShaderNodeMixRGB, Node ‘Mix’

from geonodes import nodes
nodes.Mix(color1=color1, color2=color2, fac=fac, blend_type='DIFFERENCE', use_alpha=use_alpha, label=node_label, node_color=node_color)
color_divide(color1=None, color2=None, fac=None, use_alpha=False, node_label=None, node_color=None)

Geometry node [Mix].

Parameters
  • color1 – Color

  • color2 – Color

  • fac – Float

  • use_alpha (bool) – False

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Color

Node creation

Node Mix

  • blend_type = ‘DIVIDE’

Blender reference : ShaderNodeMixRGB, Node ‘Mix’

from geonodes import nodes
nodes.Mix(color1=color1, color2=color2, fac=fac, blend_type='DIVIDE', use_alpha=use_alpha, label=node_label, node_color=node_color)
color_dodge(color1=None, color2=None, fac=None, use_alpha=False, node_label=None, node_color=None)

Geometry node [Mix].

Parameters
  • color1 – Color

  • color2 – Color

  • fac – Float

  • use_alpha (bool) – False

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Color

Node creation

Node Mix

  • blend_type = ‘DODGE’

Blender reference : ShaderNodeMixRGB, Node ‘Mix’

from geonodes import nodes
nodes.Mix(color1=color1, color2=color2, fac=fac, blend_type='DODGE', use_alpha=use_alpha, label=node_label, node_color=node_color)
color_hue(color1=None, color2=None, fac=None, use_alpha=False, node_label=None, node_color=None)

Geometry node [Mix].

Parameters
  • color1 – Color

  • color2 – Color

  • fac – Float

  • use_alpha (bool) – False

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Color

Node creation

Node Mix

  • blend_type = ‘HUE’

Blender reference : ShaderNodeMixRGB, Node ‘Mix’

from geonodes import nodes
nodes.Mix(color1=color1, color2=color2, fac=fac, blend_type='HUE', use_alpha=use_alpha, label=node_label, node_color=node_color)
color_lighten(color1=None, color2=None, fac=None, use_alpha=False, node_label=None, node_color=None)

Geometry node [Mix].

Parameters
  • color1 – Color

  • color2 – Color

  • fac – Float

  • use_alpha (bool) – False

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Color

Node creation

Node Mix

  • blend_type = ‘LIGHTEN’

Blender reference : ShaderNodeMixRGB, Node ‘Mix’

from geonodes import nodes
nodes.Mix(color1=color1, color2=color2, fac=fac, blend_type='LIGHTEN', use_alpha=use_alpha, label=node_label, node_color=node_color)
color_linear_light(color1=None, color2=None, fac=None, use_alpha=False, node_label=None, node_color=None)

Geometry node [Mix].

Parameters
  • color1 – Color

  • color2 – Color

  • fac – Float

  • use_alpha (bool) – False

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Color

Node creation

Node Mix

  • blend_type = ‘LINEAR_LIGHT’

Blender reference : ShaderNodeMixRGB, Node ‘Mix’

from geonodes import nodes
nodes.Mix(color1=color1, color2=color2, fac=fac, blend_type='LINEAR_LIGHT', use_alpha=use_alpha, label=node_label, node_color=node_color)
color_mix(color1=None, color2=None, fac=None, use_alpha=False, node_label=None, node_color=None)

Geometry node [Mix].

Parameters
  • color1 – Color

  • color2 – Color

  • fac – Float

  • use_alpha (bool) – False

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Color

Node creation

Node Mix

  • blend_type = ‘MIX’

Blender reference : ShaderNodeMixRGB, Node ‘Mix’

from geonodes import nodes
nodes.Mix(color1=color1, color2=color2, fac=fac, blend_type='MIX', use_alpha=use_alpha, label=node_label, node_color=node_color)
color_mix_color(color1=None, color2=None, fac=None, use_alpha=False, node_label=None, node_color=None)

Geometry node [Mix].

Parameters
  • color1 – Color

  • color2 – Color

  • fac – Float

  • use_alpha (bool) – False

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Color

Node creation

Node Mix

  • blend_type = ‘COLOR’

Blender reference : ShaderNodeMixRGB, Node ‘Mix’

from geonodes import nodes
nodes.Mix(color1=color1, color2=color2, fac=fac, blend_type='COLOR', use_alpha=use_alpha, label=node_label, node_color=node_color)
color_multiply(color1=None, color2=None, fac=None, use_alpha=False, node_label=None, node_color=None)

Geometry node [Mix].

Parameters
  • color1 – Color

  • color2 – Color

  • fac – Float

  • use_alpha (bool) – False

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Color

Node creation

Node Mix

  • blend_type = ‘MULTIPLY’

Blender reference : ShaderNodeMixRGB, Node ‘Mix’

from geonodes import nodes
nodes.Mix(color1=color1, color2=color2, fac=fac, blend_type='MULTIPLY', use_alpha=use_alpha, label=node_label, node_color=node_color)
color_overlay(color1=None, color2=None, fac=None, use_alpha=False, node_label=None, node_color=None)

Geometry node [Mix].

Parameters
  • color1 – Color

  • color2 – Color

  • fac – Float

  • use_alpha (bool) – False

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Color

Node creation

Node Mix

  • blend_type = ‘OVERLAY’

Blender reference : ShaderNodeMixRGB, Node ‘Mix’

from geonodes import nodes
nodes.Mix(color1=color1, color2=color2, fac=fac, blend_type='OVERLAY', use_alpha=use_alpha, label=node_label, node_color=node_color)
color_saturation(color1=None, color2=None, fac=None, use_alpha=False, node_label=None, node_color=None)

Geometry node [Mix].

Parameters
  • color1 – Color

  • color2 – Color

  • fac – Float

  • use_alpha (bool) – False

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Color

Node creation

Node Mix

  • blend_type = ‘SATURATION’

Blender reference : ShaderNodeMixRGB, Node ‘Mix’

from geonodes import nodes
nodes.Mix(color1=color1, color2=color2, fac=fac, blend_type='SATURATION', use_alpha=use_alpha, label=node_label, node_color=node_color)
color_screen(color1=None, color2=None, fac=None, use_alpha=False, node_label=None, node_color=None)

Geometry node [Mix].

Parameters
  • color1 – Color

  • color2 – Color

  • fac – Float

  • use_alpha (bool) – False

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Color

Node creation

Node Mix

  • blend_type = ‘SCREEN’

Blender reference : ShaderNodeMixRGB, Node ‘Mix’

from geonodes import nodes
nodes.Mix(color1=color1, color2=color2, fac=fac, blend_type='SCREEN', use_alpha=use_alpha, label=node_label, node_color=node_color)
color_soft_light(color1=None, color2=None, fac=None, use_alpha=False, node_label=None, node_color=None)

Geometry node [Mix].

Parameters
  • color1 – Color

  • color2 – Color

  • fac – Float

  • use_alpha (bool) – False

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Color

Node creation

Node Mix

  • blend_type = ‘SOFT_LIGHT’

Blender reference : ShaderNodeMixRGB, Node ‘Mix’

from geonodes import nodes
nodes.Mix(color1=color1, color2=color2, fac=fac, blend_type='SOFT_LIGHT', use_alpha=use_alpha, label=node_label, node_color=node_color)
color_subtract(color1=None, color2=None, fac=None, use_alpha=False, node_label=None, node_color=None)

Geometry node [Mix].

Parameters
  • color1 – Color

  • color2 – Color

  • fac – Float

  • use_alpha (bool) – False

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Color

Node creation

Node Mix

  • blend_type = ‘SUBTRACT’

Blender reference : ShaderNodeMixRGB, Node ‘Mix’

from geonodes import nodes
nodes.Mix(color1=color1, color2=color2, fac=fac, blend_type='SUBTRACT', use_alpha=use_alpha, label=node_label, node_color=node_color)
color_value(color1=None, color2=None, fac=None, use_alpha=False, node_label=None, node_color=None)

Geometry node [Mix].

Parameters
  • color1 – Color

  • color2 – Color

  • fac – Float

  • use_alpha (bool) – False

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Color

Node creation

Node Mix

  • blend_type = ‘VALUE’

Blender reference : ShaderNodeMixRGB, Node ‘Mix’

from geonodes import nodes
nodes.Mix(color1=color1, color2=color2, fac=fac, blend_type='VALUE', use_alpha=use_alpha, label=node_label, node_color=node_color)
compare(value0=None, value1=None, value2=None, node_label=None, node_color=None)

Geometry node [Math].

Parameters
  • value0 – Float

  • value1 – Float

  • value2 – Float

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Float

Node creation

Node Math

  • operation = ‘COMPARE’

Blender reference : ShaderNodeMath, Node ‘Math’

from geonodes import nodes
nodes.Math(value0=value0, value1=value1, value2=value2, operation='COMPARE', label=node_label, node_color=node_color)
cos(value0=None, node_label=None, node_color=None)

Geometry node [Math].

Parameters
  • value0 – Float

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Float

Node creation

Node Math

  • operation = ‘COSINE’

Blender reference : ShaderNodeMath, Node ‘Math’

from geonodes import nodes
nodes.Math(value0=value0, operation='COSINE', label=node_label, node_color=node_color)
cosh(value0=None, node_label=None, node_color=None)

Geometry node [Math].

Parameters
  • value0 – Float

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Float

Node creation

Node Math

  • operation = ‘COSH’

Blender reference : ShaderNodeMath, Node ‘Math’

from geonodes import nodes
nodes.Math(value0=value0, operation='COSH', label=node_label, node_color=node_color)
cross(vector0=None, vector1=None, node_label=None, node_color=None)

Geometry node [Vector Math].

Parameters
  • vector0 – Vector

  • vector1 – Vector

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Vector

Node creation

Node VectorMath

  • operation = ‘CROSS_PRODUCT’

Blender reference : ShaderNodeVectorMath, Node ‘Vector Math’

from geonodes import nodes
nodes.VectorMath(vector0=vector0, vector1=vector1, operation='CROSS_PRODUCT', label=node_label, node_color=node_color)
degrees(value0=None, node_label=None, node_color=None)

Geometry node [Math].

Parameters
  • value0 – Float

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Float

Node creation

Node Math

  • operation = ‘DEGREES’

Blender reference : ShaderNodeMath, Node ‘Math’

from geonodes import nodes
nodes.Math(value0=value0, operation='DEGREES', label=node_label, node_color=node_color)
distance(vector0=None, vector1=None, node_label=None, node_color=None)

Geometry node [Vector Math].

Parameters
  • vector0 – Vector

  • vector1 – Vector

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Float

Node creation

Node VectorMath

  • operation = ‘DISTANCE’

Blender reference : ShaderNodeVectorMath, Node ‘Vector Math’

from geonodes import nodes
nodes.VectorMath(vector0=vector0, vector1=vector1, operation='DISTANCE', label=node_label, node_color=node_color)
divide(value0=None, value1=None, node_label=None, node_color=None)

Geometry node [Math].

Parameters
  • value0 – Float

  • value1 – Float

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Float

Node creation

Node Math

  • operation = ‘DIVIDE’

Blender reference : ShaderNodeMath, Node ‘Math’

from geonodes import nodes
nodes.Math(value0=value0, value1=value1, operation='DIVIDE', label=node_label, node_color=node_color)
dot(vector0=None, vector1=None, node_label=None, node_color=None)

Geometry node [Vector Math].

Parameters
  • vector0 – Vector

  • vector1 – Vector

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Float

Node creation

Node VectorMath

  • operation = ‘DOT_PRODUCT’

Blender reference : ShaderNodeVectorMath, Node ‘Vector Math’

from geonodes import nodes
nodes.VectorMath(vector0=vector0, vector1=vector1, operation='DOT_PRODUCT', label=node_label, node_color=node_color)
exp(value0=None, node_label=None, node_color=None)

Geometry node [Math].

Parameters
  • value0 – Float

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Float

Node creation

Node Math

  • operation = ‘EXPONENT’

Blender reference : ShaderNodeMath, Node ‘Math’

from geonodes import nodes
nodes.Math(value0=value0, operation='EXPONENT', label=node_label, node_color=node_color)
faceforward(vector0=None, vector1=None, vector2=None, node_label=None, node_color=None)

Geometry node [Vector Math].

Parameters
  • vector0 – Vector

  • vector1 – Vector

  • vector2 – Vector

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Vector

Node creation

Node VectorMath

  • operation = ‘FACEFORWARD’

Blender reference : ShaderNodeVectorMath, Node ‘Vector Math’

from geonodes import nodes
nodes.VectorMath(vector0=vector0, vector1=vector1, vector2=vector2, operation='FACEFORWARD', label=node_label, node_color=node_color)
floor(value0=None, node_label=None, node_color=None)

Geometry node [Math].

Parameters
  • value0 – Float

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Float

Node creation

Node Math

  • operation = ‘FLOOR’

Blender reference : ShaderNodeMath, Node ‘Math’

from geonodes import nodes
nodes.Math(value0=value0, operation='FLOOR', label=node_label, node_color=node_color)
fract(value0=None, node_label=None, node_color=None)

Geometry node [Math].

Parameters
  • value0 – Float

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Float

Node creation

Node Math

  • operation = ‘FRACT’

Blender reference : ShaderNodeMath, Node ‘Math’

from geonodes import nodes
nodes.Math(value0=value0, operation='FRACT', label=node_label, node_color=node_color)
fraction(vector0=None, node_label=None, node_color=None)

Geometry node [Vector Math].

Parameters
  • vector0 – Vector

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Vector

Node creation

Node VectorMath

  • operation = ‘FRACTION’

Blender reference : ShaderNodeVectorMath, Node ‘Vector Math’

from geonodes import nodes
nodes.VectorMath(vector0=vector0, operation='FRACTION', label=node_label, node_color=node_color)
greater_than(value0=None, value1=None, node_label=None, node_color=None)

Geometry node [Math].

Parameters
  • value0 – Float

  • value1 – Float

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Float

Node creation

Node Math

  • operation = ‘GREATER_THAN’

Blender reference : ShaderNodeMath, Node ‘Math’

from geonodes import nodes
nodes.Math(value0=value0, value1=value1, operation='GREATER_THAN', label=node_label, node_color=node_color)
imply(boolean0=None, boolean1=None, operation='AND', node_label=None, node_color=None)

Geometry node [Boolean Math].

Parameters
  • boolean0 – Boolean

  • boolean1 – Boolean

  • operation (str) – ‘AND’ in [AND, OR, NOT, NAND, NOR, XNOR, XOR, IMPLY, NIMPLY]

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Boolean

Node creation

Node BooleanMath

Blender reference : FunctionNodeBooleanMath, Node ‘Boolean Math’

from geonodes import nodes
nodes.BooleanMath(boolean0=boolean0, boolean1=boolean1, operation=operation, label=node_label, node_color=node_color)
inverse_sqrt(value0=None, node_label=None, node_color=None)

Geometry node [Math].

Parameters
  • value0 – Float

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Float

Node creation

Node Math

  • operation = ‘INVERSE_SQRT’

Blender reference : ShaderNodeMath, Node ‘Math’

from geonodes import nodes
nodes.Math(value0=value0, operation='INVERSE_SQRT', label=node_label, node_color=node_color)
join_strings(*strings, delimiter=None, node_label=None, node_color=None)

Geometry node [Join Strings].

Parameters
  • strings – <m>String

  • delimiter – String

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

String

Node creation

Node JoinStrings

Blender reference : GeometryNodeStringJoin, Node ‘Join Strings’

from geonodes import nodes
nodes.JoinStrings(*strings, delimiter=delimiter, label=node_label, node_color=node_color)
length(vector0=None, node_label=None, node_color=None)

Geometry node [Vector Math].

Parameters
  • vector0 – Vector

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Float

Node creation

Node VectorMath

  • operation = ‘LENGTH’

Blender reference : ShaderNodeVectorMath, Node ‘Vector Math’

from geonodes import nodes
nodes.VectorMath(vector0=vector0, operation='LENGTH', label=node_label, node_color=node_color)
less_than(value0=None, value1=None, node_label=None, node_color=None)

Geometry node [Math].

Parameters
  • value0 – Float

  • value1 – Float

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Float

Node creation

Node Math

  • operation = ‘LESS_THAN’

Blender reference : ShaderNodeMath, Node ‘Math’

from geonodes import nodes
nodes.Math(value0=value0, value1=value1, operation='LESS_THAN', label=node_label, node_color=node_color)
log(value0=None, value1=None, node_label=None, node_color=None)

Geometry node [Math].

Parameters
  • value0 – Float

  • value1 – Float

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Float

Node creation

Node Math

  • operation = ‘LOGARITHM’

Blender reference : ShaderNodeMath, Node ‘Math’

from geonodes import nodes
nodes.Math(value0=value0, value1=value1, operation='LOGARITHM', label=node_label, node_color=node_color)
logger = <Logger geonodes (NOTSET)>

Function to declare in file __init__.py from geonodes.sockets.functions import abs, add, arccos, arcsin, arctan, arctan2, b_and, b_not, b_or, ceil from geonodes.sockets.functions import color_add, color_burn, color_darken, color_difference, color_divide from geonodes.sockets.functions import color_dodge, color_hue, color_lighten, color_linear_light, color_mix from geonodes.sockets.functions import color_mix_color, color_multiply, color_overlay, color_saturation from geonodes.sockets.functions import color_screen, color_soft_light, color_subtract, color_value, compare from geonodes.sockets.functions import compare, cos, cosh, cross, degrees, distance, divide, dot, exp from geonodes.sockets.functions import faceforward, floor, fract, fraction, greater_than, imply, inverse_sqrt from geonodes.sockets.functions import join_strings, length, less_than, log, max, min, modulo, multiply from geonodes.sockets.functions import multiply_add, nand, nimply, nor, normalize, pingpong, pow, project from geonodes.sockets.functions import radians, reflect, refract, round, scale, scene, sign, sin, sinh from geonodes.sockets.functions import smooth_max, smooth_min, snap, sqrt, subtract, switch, tan, tanh from geonodes.sockets.functions import trunc, vector_absolute, vector_add, vector_ceil, vector_cos, vector_divide from geonodes.sockets.functions import vector_floor, vector_max, vector_min, vector_modulo, vector_multiply from geonodes.sockets.functions import vector_multiply_add, vector_sin, vector_snap, vector_subtract, vector_tan from geonodes.sockets.functions import vector_wrap, wrap, xnor, xor

max(value0=None, value1=None, node_label=None, node_color=None)

Geometry node [Math].

Parameters
  • value0 – Float

  • value1 – Float

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Float

Node creation

Node Math

  • operation = ‘MAXIMUM’

Blender reference : ShaderNodeMath, Node ‘Math’

from geonodes import nodes
nodes.Math(value0=value0, value1=value1, operation='MAXIMUM', label=node_label, node_color=node_color)
min(value0=None, value1=None, node_label=None, node_color=None)

Geometry node [Math].

Parameters
  • value0 – Float

  • value1 – Float

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Float

Node creation

Node Math

  • operation = ‘MINIMUM’

Blender reference : ShaderNodeMath, Node ‘Math’

from geonodes import nodes
nodes.Math(value0=value0, value1=value1, operation='MINIMUM', label=node_label, node_color=node_color)
modulo(value0=None, value1=None, node_label=None, node_color=None)

Geometry node [Math].

Parameters
  • value0 – Float

  • value1 – Float

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Float

Node creation

Node Math

  • operation = ‘MODULO’

Blender reference : ShaderNodeMath, Node ‘Math’

from geonodes import nodes
nodes.Math(value0=value0, value1=value1, operation='MODULO', label=node_label, node_color=node_color)
multiply(value0=None, value1=None, node_label=None, node_color=None)

Geometry node [Math].

Parameters
  • value0 – Float

  • value1 – Float

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Float

Node creation

Node Math

  • operation = ‘MULTIPLY’

Blender reference : ShaderNodeMath, Node ‘Math’

from geonodes import nodes
nodes.Math(value0=value0, value1=value1, operation='MULTIPLY', label=node_label, node_color=node_color)
multiply_add(value0=None, value1=None, value2=None, node_label=None, node_color=None)

Geometry node [Math].

Parameters
  • value0 – Float

  • value1 – Float

  • value2 – Float

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Float

Node creation

Node Math

  • operation = ‘MULTIPLY_ADD’

Blender reference : ShaderNodeMath, Node ‘Math’

from geonodes import nodes
nodes.Math(value0=value0, value1=value1, value2=value2, operation='MULTIPLY_ADD', label=node_label, node_color=node_color)
nand(boolean0=None, boolean1=None, operation='AND', node_label=None, node_color=None)

Geometry node [Boolean Math].

Parameters
  • boolean0 – Boolean

  • boolean1 – Boolean

  • operation (str) – ‘AND’ in [AND, OR, NOT, NAND, NOR, XNOR, XOR, IMPLY, NIMPLY]

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Boolean

Node creation

Node BooleanMath

Blender reference : FunctionNodeBooleanMath, Node ‘Boolean Math’

from geonodes import nodes
nodes.BooleanMath(boolean0=boolean0, boolean1=boolean1, operation=operation, label=node_label, node_color=node_color)
nimply(boolean0=None, boolean1=None, operation='AND', node_label=None, node_color=None)

Geometry node [Boolean Math].

Parameters
  • boolean0 – Boolean

  • boolean1 – Boolean

  • operation (str) – ‘AND’ in [AND, OR, NOT, NAND, NOR, XNOR, XOR, IMPLY, NIMPLY]

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Boolean

Node creation

Node BooleanMath

Blender reference : FunctionNodeBooleanMath, Node ‘Boolean Math’

from geonodes import nodes
nodes.BooleanMath(boolean0=boolean0, boolean1=boolean1, operation=operation, label=node_label, node_color=node_color)
nor(boolean0=None, boolean1=None, operation='AND', node_label=None, node_color=None)

Geometry node [Boolean Math].

Parameters
  • boolean0 – Boolean

  • boolean1 – Boolean

  • operation (str) – ‘AND’ in [AND, OR, NOT, NAND, NOR, XNOR, XOR, IMPLY, NIMPLY]

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Boolean

Node creation

Node BooleanMath

Blender reference : FunctionNodeBooleanMath, Node ‘Boolean Math’

from geonodes import nodes
nodes.BooleanMath(boolean0=boolean0, boolean1=boolean1, operation=operation, label=node_label, node_color=node_color)
normalize(vector0=None, node_label=None, node_color=None)

Geometry node [Vector Math].

Parameters
  • vector0 – Vector

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Vector

Node creation

Node VectorMath

  • operation = ‘NORMALIZE’

Blender reference : ShaderNodeVectorMath, Node ‘Vector Math’

from geonodes import nodes
nodes.VectorMath(vector0=vector0, operation='NORMALIZE', label=node_label, node_color=node_color)
pingpong(value0=None, value1=None, node_label=None, node_color=None)

Geometry node [Math].

Parameters
  • value0 – Float

  • value1 – Float

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Float

Node creation

Node Math

  • operation = ‘PINGPONG’

Blender reference : ShaderNodeMath, Node ‘Math’

from geonodes import nodes
nodes.Math(value0=value0, value1=value1, operation='PINGPONG', label=node_label, node_color=node_color)
pow(value0=None, value1=None, node_label=None, node_color=None)

Geometry node [Math].

Parameters
  • value0 – Float

  • value1 – Float

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Float

Node creation

Node Math

  • operation = ‘POWER’

Blender reference : ShaderNodeMath, Node ‘Math’

from geonodes import nodes
nodes.Math(value0=value0, value1=value1, operation='POWER', label=node_label, node_color=node_color)
project(vector0=None, vector1=None, node_label=None, node_color=None)

Geometry node [Vector Math].

Parameters
  • vector0 – Vector

  • vector1 – Vector

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Vector

Node creation

Node VectorMath

  • operation = ‘PROJECT’

Blender reference : ShaderNodeVectorMath, Node ‘Vector Math’

from geonodes import nodes
nodes.VectorMath(vector0=vector0, vector1=vector1, operation='PROJECT', label=node_label, node_color=node_color)
radians(value0=None, node_label=None, node_color=None)

Geometry node [Math].

Parameters
  • value0 – Float

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Float

Node creation

Node Math

  • operation = ‘RADIANS’

Blender reference : ShaderNodeMath, Node ‘Math’

from geonodes import nodes
nodes.Math(value0=value0, operation='RADIANS', label=node_label, node_color=node_color)
reflect(vector0=None, vector1=None, node_label=None, node_color=None)

Geometry node [Vector Math].

Parameters
  • vector0 – Vector

  • vector1 – Vector

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Vector

Node creation

Node VectorMath

  • operation = ‘REFLECT’

Blender reference : ShaderNodeVectorMath, Node ‘Vector Math’

from geonodes import nodes
nodes.VectorMath(vector0=vector0, vector1=vector1, operation='REFLECT', label=node_label, node_color=node_color)
refract(vector0=None, vector1=None, scale=None, node_label=None, node_color=None)

Geometry node [Vector Math].

Parameters
  • vector0 – Vector

  • vector1 – Vector

  • scale – Float

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Vector

Node creation

Node VectorMath

  • operation = ‘REFRACT’

Blender reference : ShaderNodeVectorMath, Node ‘Vector Math’

from geonodes import nodes
nodes.VectorMath(vector0=vector0, vector1=vector1, scale=scale, operation='REFRACT', label=node_label, node_color=node_color)
round(value0=None, node_label=None, node_color=None)

Geometry node [Math].

Parameters
  • value0 – Float

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Float

Node creation

Node Math

  • operation = ‘ROUND’

Blender reference : ShaderNodeMath, Node ‘Math’

from geonodes import nodes
nodes.Math(value0=value0, operation='ROUND', label=node_label, node_color=node_color)
scale(vector0=None, scale=None, node_label=None, node_color=None)

Geometry node [Vector Math].

Parameters
  • vector0 – Vector

  • scale – Float

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Vector

Node creation

Node VectorMath

  • operation = ‘SCALE’

Blender reference : ShaderNodeVectorMath, Node ‘Vector Math’

from geonodes import nodes
nodes.VectorMath(vector0=vector0, scale=scale, operation='SCALE', label=node_label, node_color=node_color)
scene(node_label=None, node_color=None)

Geometry node [Scene Time].

Parameters
  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Sockets [seconds (Float), frame (Float)]

Node creation

Node SceneTime

Blender reference : GeometryNodeInputSceneTime, Node ‘Scene Time’

from geonodes import nodes
nodes.SceneTime(label=node_label, node_color=node_color)
sign(value0=None, node_label=None, node_color=None)

Geometry node [Math].

Parameters
  • value0 – Float

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Float

Node creation

Node Math

  • operation = ‘SIGN’

Blender reference : ShaderNodeMath, Node ‘Math’

from geonodes import nodes
nodes.Math(value0=value0, operation='SIGN', label=node_label, node_color=node_color)
sin(value0=None, node_label=None, node_color=None)

Geometry node [Math].

Parameters
  • value0 – Float

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Float

Node creation

Node Math

  • operation = ‘SINE’

Blender reference : ShaderNodeMath, Node ‘Math’

from geonodes import nodes
nodes.Math(value0=value0, operation='SINE', label=node_label, node_color=node_color)
sinh(value0=None, node_label=None, node_color=None)

Geometry node [Math].

Parameters
  • value0 – Float

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Float

Node creation

Node Math

  • operation = ‘SINH’

Blender reference : ShaderNodeMath, Node ‘Math’

from geonodes import nodes
nodes.Math(value0=value0, operation='SINH', label=node_label, node_color=node_color)
smooth_max(value0=None, value1=None, value2=None, node_label=None, node_color=None)

Geometry node [Math].

Parameters
  • value0 – Float

  • value1 – Float

  • value2 – Float

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Float

Node creation

Node Math

  • operation = ‘SMOOTH_MAX’

Blender reference : ShaderNodeMath, Node ‘Math’

from geonodes import nodes
nodes.Math(value0=value0, value1=value1, value2=value2, operation='SMOOTH_MAX', label=node_label, node_color=node_color)
smooth_min(value0=None, value1=None, value2=None, node_label=None, node_color=None)

Geometry node [Math].

Parameters
  • value0 – Float

  • value1 – Float

  • value2 – Float

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Float

Node creation

Node Math

  • operation = ‘SMOOTH_MIN’

Blender reference : ShaderNodeMath, Node ‘Math’

from geonodes import nodes
nodes.Math(value0=value0, value1=value1, value2=value2, operation='SMOOTH_MIN', label=node_label, node_color=node_color)
snap(value0=None, value1=None, node_label=None, node_color=None)

Geometry node [Math].

Parameters
  • value0 – Float

  • value1 – Float

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Float

Node creation

Node Math

  • operation = ‘SNAP’

Blender reference : ShaderNodeMath, Node ‘Math’

from geonodes import nodes
nodes.Math(value0=value0, value1=value1, operation='SNAP', label=node_label, node_color=node_color)
sqrt(value0=None, node_label=None, node_color=None)

Geometry node [Math].

Parameters
  • value0 – Float

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Float

Node creation

Node Math

  • operation = ‘SQRT’

Blender reference : ShaderNodeMath, Node ‘Math’

from geonodes import nodes
nodes.Math(value0=value0, operation='SQRT', label=node_label, node_color=node_color)
subtract(value0=None, value1=None, node_label=None, node_color=None)

Geometry node [Math].

Parameters
  • value0 – Float

  • value1 – Float

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Float

Node creation

Node Math

  • operation = ‘SUBTRACT’

Blender reference : ShaderNodeMath, Node ‘Math’

from geonodes import nodes
nodes.Math(value0=value0, value1=value1, operation='SUBTRACT', label=node_label, node_color=node_color)
switch(switch=None, false=None, true=None, input_type='GEOMETRY', node_label=None, node_color=None)

Geometry node [Switch].

Parameters
  • switch – Boolean

  • false – Geometry

  • true – Geometry

  • input_type (str) – ‘GEOMETRY’ in [FLOAT, INT, BOOLEAN, VECTOR, STRING,… , COLLECTION, TEXTURE, MATERIAL]

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

input_type dependant

Node creation

Node Switch

Blender reference : GeometryNodeSwitch, Node ‘Switch’

from geonodes import nodes
nodes.Switch(switch=switch, false=false, true=true, input_type=input_type, label=node_label, node_color=node_color)
tan(value0=None, node_label=None, node_color=None)

Geometry node [Math].

Parameters
  • value0 – Float

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Float

Node creation

Node Math

  • operation = ‘TANGENT’

Blender reference : ShaderNodeMath, Node ‘Math’

from geonodes import nodes
nodes.Math(value0=value0, operation='TANGENT', label=node_label, node_color=node_color)
tanh(value0=None, node_label=None, node_color=None)

Geometry node [Math].

Parameters
  • value0 – Float

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Float

Node creation

Node Math

  • operation = ‘TANH’

Blender reference : ShaderNodeMath, Node ‘Math’

from geonodes import nodes
nodes.Math(value0=value0, operation='TANH', label=node_label, node_color=node_color)
trunc(value0=None, node_label=None, node_color=None)

Geometry node [Math].

Parameters
  • value0 – Float

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Float

Node creation

Node Math

  • operation = ‘TRUNC’

Blender reference : ShaderNodeMath, Node ‘Math’

from geonodes import nodes
nodes.Math(value0=value0, operation='TRUNC', label=node_label, node_color=node_color)
vector_absolute(vector0=None, node_label=None, node_color=None)

Geometry node [Vector Math].

Parameters
  • vector0 – Vector

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Vector

Node creation

Node VectorMath

  • operation = ‘ABSOLUTE’

Blender reference : ShaderNodeVectorMath, Node ‘Vector Math’

from geonodes import nodes
nodes.VectorMath(vector0=vector0, operation='ABSOLUTE', label=node_label, node_color=node_color)
vector_add(vector0=None, vector1=None, node_label=None, node_color=None)

Geometry node [Vector Math].

Parameters
  • vector0 – Vector

  • vector1 – Vector

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Vector

Node creation

Node VectorMath

  • operation = ‘ADD’

Blender reference : ShaderNodeVectorMath, Node ‘Vector Math’

from geonodes import nodes
nodes.VectorMath(vector0=vector0, vector1=vector1, operation='ADD', label=node_label, node_color=node_color)
vector_ceil(vector0=None, node_label=None, node_color=None)

Geometry node [Vector Math].

Parameters
  • vector0 – Vector

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Vector

Node creation

Node VectorMath

  • operation = ‘CEIL’

Blender reference : ShaderNodeVectorMath, Node ‘Vector Math’

from geonodes import nodes
nodes.VectorMath(vector0=vector0, operation='CEIL', label=node_label, node_color=node_color)
vector_cos(vector0=None, node_label=None, node_color=None)

Geometry node [Vector Math].

Parameters
  • vector0 – Vector

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Vector

Node creation

Node VectorMath

  • operation = ‘COSINE’

Blender reference : ShaderNodeVectorMath, Node ‘Vector Math’

from geonodes import nodes
nodes.VectorMath(vector0=vector0, operation='COSINE', label=node_label, node_color=node_color)
vector_divide(vector0=None, vector1=None, node_label=None, node_color=None)

Geometry node [Vector Math].

Parameters
  • vector0 – Vector

  • vector1 – Vector

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Vector

Node creation

Node VectorMath

  • operation = ‘DIVIDE’

Blender reference : ShaderNodeVectorMath, Node ‘Vector Math’

from geonodes import nodes
nodes.VectorMath(vector0=vector0, vector1=vector1, operation='DIVIDE', label=node_label, node_color=node_color)
vector_floor(vector0=None, node_label=None, node_color=None)

Geometry node [Vector Math].

Parameters
  • vector0 – Vector

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Vector

Node creation

Node VectorMath

  • operation = ‘FLOOR’

Blender reference : ShaderNodeVectorMath, Node ‘Vector Math’

from geonodes import nodes
nodes.VectorMath(vector0=vector0, operation='FLOOR', label=node_label, node_color=node_color)
vector_max(vector0=None, vector1=None, node_label=None, node_color=None)

Geometry node [Vector Math].

Parameters
  • vector0 – Vector

  • vector1 – Vector

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Vector

Node creation

Node VectorMath

  • operation = ‘MAXIMUM’

Blender reference : ShaderNodeVectorMath, Node ‘Vector Math’

from geonodes import nodes
nodes.VectorMath(vector0=vector0, vector1=vector1, operation='MAXIMUM', label=node_label, node_color=node_color)
vector_min(vector0=None, vector1=None, node_label=None, node_color=None)

Geometry node [Vector Math].

Parameters
  • vector0 – Vector

  • vector1 – Vector

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Vector

Node creation

Node VectorMath

  • operation = ‘MINIMUM’

Blender reference : ShaderNodeVectorMath, Node ‘Vector Math’

from geonodes import nodes
nodes.VectorMath(vector0=vector0, vector1=vector1, operation='MINIMUM', label=node_label, node_color=node_color)
vector_modulo(vector0=None, vector1=None, node_label=None, node_color=None)

Geometry node [Vector Math].

Parameters
  • vector0 – Vector

  • vector1 – Vector

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Vector

Node creation

Node VectorMath

  • operation = ‘MODULO’

Blender reference : ShaderNodeVectorMath, Node ‘Vector Math’

from geonodes import nodes
nodes.VectorMath(vector0=vector0, vector1=vector1, operation='MODULO', label=node_label, node_color=node_color)
vector_multiply(vector0=None, vector1=None, node_label=None, node_color=None)

Geometry node [Vector Math].

Parameters
  • vector0 – Vector

  • vector1 – Vector

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Vector

Node creation

Node VectorMath

  • operation = ‘MULTIPLY’

Blender reference : ShaderNodeVectorMath, Node ‘Vector Math’

from geonodes import nodes
nodes.VectorMath(vector0=vector0, vector1=vector1, operation='MULTIPLY', label=node_label, node_color=node_color)
vector_multiply_add(vector0=None, vector1=None, vector2=None, node_label=None, node_color=None)

Geometry node [Vector Math].

Parameters
  • vector0 – Vector

  • vector1 – Vector

  • vector2 – Vector

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Vector

Node creation

Node VectorMath

  • operation = ‘MULTIPLY_ADD’

Blender reference : ShaderNodeVectorMath, Node ‘Vector Math’

from geonodes import nodes
nodes.VectorMath(vector0=vector0, vector1=vector1, vector2=vector2, operation='MULTIPLY_ADD', label=node_label, node_color=node_color)
vector_sin(vector0=None, node_label=None, node_color=None)

Geometry node [Vector Math].

Parameters
  • vector0 – Vector

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Vector

Node creation

Node VectorMath

  • operation = ‘SINE’

Blender reference : ShaderNodeVectorMath, Node ‘Vector Math’

from geonodes import nodes
nodes.VectorMath(vector0=vector0, operation='SINE', label=node_label, node_color=node_color)
vector_snap(vector0=None, vector1=None, node_label=None, node_color=None)

Geometry node [Vector Math].

Parameters
  • vector0 – Vector

  • vector1 – Vector

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Vector

Node creation

Node VectorMath

  • operation = ‘SNAP’

Blender reference : ShaderNodeVectorMath, Node ‘Vector Math’

from geonodes import nodes
nodes.VectorMath(vector0=vector0, vector1=vector1, operation='SNAP', label=node_label, node_color=node_color)
vector_subtract(vector0=None, vector1=None, node_label=None, node_color=None)

Geometry node [Vector Math].

Parameters
  • vector0 – Vector

  • vector1 – Vector

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Vector

Node creation

Node VectorMath

  • operation = ‘SUBTRACT’

Blender reference : ShaderNodeVectorMath, Node ‘Vector Math’

from geonodes import nodes
nodes.VectorMath(vector0=vector0, vector1=vector1, operation='SUBTRACT', label=node_label, node_color=node_color)
vector_tan(vector0=None, node_label=None, node_color=None)

Geometry node [Vector Math].

Parameters
  • vector0 – Vector

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Vector

Node creation

Node VectorMath

  • operation = ‘TANGENT’

Blender reference : ShaderNodeVectorMath, Node ‘Vector Math’

from geonodes import nodes
nodes.VectorMath(vector0=vector0, operation='TANGENT', label=node_label, node_color=node_color)
vector_wrap(vector0=None, vector1=None, vector2=None, node_label=None, node_color=None)

Geometry node [Vector Math].

Parameters
  • vector0 – Vector

  • vector1 – Vector

  • vector2 – Vector

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Vector

Node creation

Node VectorMath

  • operation = ‘WRAP’

Blender reference : ShaderNodeVectorMath, Node ‘Vector Math’

from geonodes import nodes
nodes.VectorMath(vector0=vector0, vector1=vector1, vector2=vector2, operation='WRAP', label=node_label, node_color=node_color)
wrap(value0=None, value1=None, value2=None, node_label=None, node_color=None)

Geometry node [Math].

Parameters
  • value0 – Float

  • value1 – Float

  • value2 – Float

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Float

Node creation

Node Math

  • operation = ‘WRAP’

Blender reference : ShaderNodeMath, Node ‘Math’

from geonodes import nodes
nodes.Math(value0=value0, value1=value1, value2=value2, operation='WRAP', label=node_label, node_color=node_color)
xnor(boolean0=None, boolean1=None, operation='AND', node_label=None, node_color=None)

Geometry node [Boolean Math].

Parameters
  • boolean0 – Boolean

  • boolean1 – Boolean

  • operation (str) – ‘AND’ in [AND, OR, NOT, NAND, NOR, XNOR, XOR, IMPLY, NIMPLY]

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Boolean

Node creation

Node BooleanMath

Blender reference : FunctionNodeBooleanMath, Node ‘Boolean Math’

from geonodes import nodes
nodes.BooleanMath(boolean0=boolean0, boolean1=boolean1, operation=operation, label=node_label, node_color=node_color)
xor(boolean0=None, boolean1=None, operation='AND', node_label=None, node_color=None)

Geometry node [Boolean Math].

Parameters
  • boolean0 – Boolean

  • boolean1 – Boolean

  • operation (str) – ‘AND’ in [AND, OR, NOT, NAND, NOR, XNOR, XOR, IMPLY, NIMPLY]

  • node_label (str) – Node label

  • node_color (color) – Node background color

Returns

Boolean

Node creation

Node BooleanMath

Blender reference : FunctionNodeBooleanMath, Node ‘Boolean Math’

from geonodes import nodes
nodes.BooleanMath(boolean0=boolean0, boolean1=boolean1, operation=operation, label=node_label, node_color=node_color)