Geometry Measure

Face Tangent

Creates Direction Vector that points from Face center to its edge

_images/face_tangent.png _images/face_tangent2.png
Order

Selects to which face edge vector points

Aligh to Direction

Choses direction that are closest to the Direction input

_images/face_tangent_a.png
Direction

Direction

Corner Tangent

Creates Direction Vector that points from Face center to its vertex

_images/face_tangent_c.png

Face Vertex Poistion

Gives face vertex position on face domain

_images/f_v_p.png _images/f_v_p1.png _images/f_v_p2.png
Position 1

Position 1 of the face corner

Position 2

Position 2 of the face corner

Position 3

Position 3 of the face corner

Position 4

Position 4 of the face corner

Gradient Direction

Creates directional vector from gradient

_images/grad_dir.jpeg _images/grad_dir2.PNG _images/grad_dir.PNG
Gradient

Gradient float input

Solenoidal

Divergence-free vector field

Instances Bounding Box

Generates bounding box min max values for each instance in global coordinate space

_images/bboxinst.JPG
Min

Min of bounding box

Max

Max of bounding box

Line Line Intersection

Calculates intersection point between 2 lines on the Z axis

_images/lines_int.PNG
Line 1 Point 1

First point of the line

Line 1 Point 2

Second point of the line

Line 2 Point 1

First point of the line

Line 2 Point 2

Second point of the line

Line Plane Intersection

Calculates intersection points between lines and plane

_images/bisect.PNG
Line Point 1

First point of the line

Line Point 2

Second point of the line

Plane Position

Position of intersection plane

Plane Normal

Normal of intersection plane

Mesh Ambient Occlusion

Calculates mesh ambient occlusion

_images/ao1.PNG
Rays Samples

Amount of rays for sampling

Rays Angle

Angle that rays direction will be randomly rotated. Bigger angle will give more accurate results but with more noise

Seed

Random seed of the rays random direction

Blur Iterations

Smooth ambient occlusion map

External Mesh

Uses external mesh that rays will hit from main mesh to calculate ambient occlusion map

_images/ao2.PNG
Attribute

Name of the thickness value attribute on point domain

Warning

Node can be really slow depending on mesh density and rays samples. You can “bake it” by applying geometry nodes modifier and the “ao” attribute will be stored on the mesh

Mesh Island Measure

Calculates Area, Center, Area Center of Mass for each mesh island

_images/m_i_m.png
Area

Area of the mesh

Center

Position from average vertex locations

Area Center of Mass

Position of Area Center of Mass

Mesh Measure

Calculates mesh total Volume, Area, Volume Center of Mass, Area Center of Mass

_images/mesh_measure.png
Volume

Volume of the mesh

Area

Area of the mesh

Volume Center of Mass

Position of Volume Center of Mass

Area Center of Mass

Position of Area Center of Mass

Mesh Tension

Creates Compression and Tension mask by comparing Face Area before and after mesh deformation

_images/mesh_tension.png _images/mesh_tension1.png
Original Geometry

Geometry before deformation happens

Strength

Strength of the Tension / Compresion values

Bias

Offset of the Tension / Compresion values

Tension

Output values of the tension map

Compresion

Output values of the compresion map

Mesh Thickness

Calculates mesh thickness

_images/mesh_thick.jpeg
Rays Samples

Amount of rays for sampling

Rays Angle

Angle that rays direction will be randomly rotated. Bigger angle will give more accurate results but with more noise

Seed

Random seed of the rays random direction

Normalize

Fits values between 0 to 1

Attribute

Name of the thickness value attribute on point domain

Warning

Node can be really slow depending on mesh density and rays samples. You can “bake it” by applying geometry nodes modifier and the “thickness” attribute will be stored on the mesh

Triangle Incircle

Calculate incircle from triangle

_images/incircle.PNG _images/incircle2.PNG
Point 1

Point 1 of triangle

Point 2

Point 2 of triangle

Point 3

Point 3 of triangle

Center

Center of circle

Radius

Radius of circle

Normal

Normal direction of circle

UV Tangent

Creates directional vector from UV map on face domain

_images/uv_tangent.png
UV

UV map input for direction calculation

U/V

Choses UV map alightment axis to U or V