Geometry Measure
Face Tangent
Creates Direction Vector that points from Face center to its edge
- Order
Selects to which face edge vector points
- Aligh to Direction
Choses direction that are closest to the Direction input
- Direction
Direction
- Corner Tangent
Creates Direction Vector that points from Face center to its vertex
Face Vertex Poistion
Gives face vertex position on face domain
- 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
- 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
- Min
Min of bounding box
- Max
Max of bounding box
Line Line Intersection
Calculates intersection point between 2 lines on the Z axis
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- UV
UV map input for direction calculation
- U/V
Choses UV map alightment axis to U or V