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5.1
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Node Groups

Node Groups nodes: Geometry, Geometry › Operations, Geometry › Selection, Grease Pencil › Operations, Grease Pencil › Read, Grease Pencil › Write….

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Geometry

Add menu - Geometry nodes - Geometry

Add menu - Geometry nodes - Geometry
Add menu - Geometry nodes - Geometry

The nodes in this submenu are node groups. They use the regular single nodes under the hood.

It is virtually impossible to document these nodes in detail. So we will just list them.

When you double click the header, then you will enter the first level of the group. When you then press tab, or click again at the header, then you will reach the single nodes.

Add menu - Geometry nodes - Geometry
Add menu - Geometry nodes - Geometry
Add menu - Geometry nodes - Geometry
Add menu - Geometry nodes - Geometry
Add menu - Geometry nodes - Geometry
Add menu - Geometry nodes - Geometry

To leave the group you can use the breadcrumb up left in the header. These breadcrumbs are clickable. Or the Parent Node Tree button up right in the header.

Add menu - Geometry nodes - Geometry
Add menu - Geometry nodes - Geometry

Geometry Input

Geometry Input

Geometry input

Geometry › Operations

Add menu - Geometry nodes - Geometry - Operations

Add menu - Geometry nodes - Geometry - Operations
Add menu - Geometry nodes - Geometry - Operations

The nodes in this submenu are node groups. They use the regular single nodes under the hood.

It is virtually impossible to document these nodes in detail. So we will just list them.

When you double click the header, then you will enter the first level of the group. When you then press tab, or click again at the header, then you will reach the single nodes.

Add menu - Geometry nodes - Geometry - Operations
Add menu - Geometry nodes - Geometry - Operations
Add menu - Geometry nodes - Geometry - Operations
Add menu - Geometry nodes - Geometry - Operations
Add menu - Geometry nodes - Geometry - Operations
Add menu - Geometry nodes - Geometry - Operations

To leave the group you can use the breadcrumb up left in the header. These breadcrumbs are clickable. Or the Parent Node Tree button up right in the header.

Add menu - Geometry nodes - Geometry - Operations
Add menu - Geometry nodes - Geometry - Operations

Displace Geometry

Displace Geometry

Displaces the geometry.

Smooth Geometry

Smooth Geometry

Smoothens the geometry.

Geometry › Selection

Add menu - Geometry nodes - Geometry - Selection

Add menu - Geometry nodes - Geometry - Selection
Add menu - Geometry nodes - Geometry - Selection

The nodes in this submenu are node groups. They use the regular single nodes under the hood.

It is virtually impossible to document these nodes in detail. So we will just list them.

When you double click the header, then you will enter the first level of the group. When you then press tab, or click again at the header, then you will reach the single nodes.

Add menu - Geometry nodes - Geometry - Selection
Add menu - Geometry nodes - Geometry - Selection
Add menu - Geometry nodes - Geometry - Selection
Add menu - Geometry nodes - Geometry - Selection
Add menu - Geometry nodes - Geometry - Selection
Add menu - Geometry nodes - Geometry - Selection

To leave the group you can use the breadcrumb up left in the header. These breadcrumbs are clickable. Or the Parent Node Tree button up right in the header.

Add menu - Geometry nodes - Geometry - Selection
Add menu - Geometry nodes - Geometry - Selection

Box Selection

Box Selection

Box select geometry.

Normal Selection

Normal Selection

Select geometry by the normals direction.

Sphere Selection

Sphere Selection

Select geometry by a sphere shape.

Grease Pencil › Operations

Add menu - Geometry nodes - Grease Pencil - Operations

Add menu - Geometry nodes - Grease Pencil - Operations
Add menu - Geometry nodes - Grease Pencil - Operations

The nodes in this submenu are node groups. They use the regular single nodes under the hood.

It is virtually impossible to document these nodes in detail. So we will just list them.

When you double click the header, then you will enter the first level of the group. When you then press tab, or click again at the header, then you will reach the single nodes.

Add menu - Geometry nodes - Grease Pencil - Operations
Add menu - Geometry nodes - Grease Pencil - Operations
Add menu - Geometry nodes - Grease Pencil - Operations
Add menu - Geometry nodes - Grease Pencil - Operations
Add menu - Geometry nodes - Grease Pencil - Operations
Add menu - Geometry nodes - Grease Pencil - Operations

To leave the group you can use the breadcrumb up left in the header. These breadcrumbs are clickable. Or the Parent Node Tree button up right in the header.

Add menu - Geometry nodes - Grease Pencil - Operations
Add menu - Geometry nodes - Grease Pencil - Operations

Delete Empty Layers

Delete Empty Layers

Deletes empty grease pencil layers

Grease Pencil › Read

Add menu - Geometry nodes - Grease Pencil - Read

Add menu - Geometry nodes - Grease Pencil - Read
Add menu - Geometry nodes - Grease Pencil - Read

The nodes in this submenu are node groups. They use the regular single nodes under the hood.

It is virtually impossible to document these nodes in detail. So we will just list them.

When you double click the header, then you will enter the first level of the group. When you then press tab, or click again at the header, then you will reach the single nodes.

Add menu - Geometry nodes - Grease Pencil - Read
Add menu - Geometry nodes - Grease Pencil - Read
Add menu - Geometry nodes - Grease Pencil - Read
Add menu - Geometry nodes - Grease Pencil - Read
Add menu - Geometry nodes - Grease Pencil - Read
Add menu - Geometry nodes - Grease Pencil - Read

To leave the group you can use the breadcrumb up left in the header. These breadcrumbs are clickable. Or the Parent Node Tree button up right in the header.

Add menu - Geometry nodes - Grease Pencil - Read
Add menu - Geometry nodes - Grease Pencil - Read

Layer Size

Layer Size

Retreive the point count and spline count of a grease pencil layer.

Material Fill Info

Material Fill Info

Retreive the color and opacity of a grease pencil layer.

Stroke Info

Stroke Info

Retreive the color, opacity and softness of a grease pencil stroke.

Grease Pencil › Write

Add menu - Geometry nodes - Grease Pencil - Write

Add menu - Geometry nodes - Grease Pencil - Write
Add menu - Geometry nodes - Grease Pencil - Write

The nodes in this submenu are node groups. They use the regular single nodes under the hood.

It is virtually impossible to document these nodes in detail. So we will just list them.

When you double click the header, then you will enter the first level of the group. When you then press tab, or click again at the header, then you will reach the single nodes.

Add menu - Geometry nodes - Grease Pencil - Write
Add menu - Geometry nodes - Grease Pencil - Write
Add menu - Geometry nodes - Grease Pencil - Write
Add menu - Geometry nodes - Grease Pencil - Write
Add menu - Geometry nodes - Grease Pencil - Write
Add menu - Geometry nodes - Grease Pencil - Write

To leave the group you can use the breadcrumb up left in the header. These breadcrumbs are clickable. Or the Parent Node Tree button up right in the header.

Add menu - Geometry nodes - Grease Pencil - Write
Add menu - Geometry nodes - Grease Pencil - Write

Set Screenspace Radius

Set Screenspace Radius

Set the screenspace radius of the grease pencil.

Material Fill Info

Material Fill Info

Set the stroke softness of the grease pencil.

Set Stroke / Fill Color

Set Stroke / Fill Color
Set Stroke / Fill Color

Set the stroke fill color of the grease pencil.

Set Stroke / Fill Opacity

Set Stroke / Fill Opacity
Set Stroke / Fill Opacity

Set the stroke fill opacity of the grease pencil.

Hair › Deformation

Add menu - Hair - Deformation

Add menu - Hair - Deformation
Add menu - Hair - Deformation

The nodes in this submenu are node groups. They use the regular single nodes under the hood.

It is virtually impossible to document these nodes in detail. So we will just list them.

When you double click the header, then you will enter the first level of the group. When you then press tab, or click again at the header, then you will reach the single nodes.

Add menu - Hair - Deformation
Add menu - Hair - Deformation
Add menu - Hair - Deformation
Add menu - Hair - Deformation
Add menu - Hair - Deformation
Add menu - Hair - Deformation

To leave the group you can use the breadcrumb up left in the header. These breadcrumbs are clickable. Or the Parent Node Tree button up right in the header.

Add menu - Hair - Deformation
Add menu - Hair - Deformation

Blend Hair Curves

Blend Hair Curves

Blends the shape between multiple hair curves in a certain radius together.

EntryWhat it does
InputGeometry: The input geometry. · Factor: Factor to blend overall effect. · Blend Radius: Radius to select neighbors for blending. · Blend Neighbours: Amount of neighbors used for blending. · Preserve Length: Preserve the length of each curve during deformation.
OutputGeometry: The output geometry.

Displace Hair Curves

Displace Hair Curves

Displaces hair curves by a vector based on options.

Input
EntryWhat it does
GeometryThe input geometry.
FactorFactor to blend overall effect.
ShapeShape of the influence along curves. 0 means constant. 0.5 means linear.
ObjectThe object to determine the displacement space.
Displace VectorThe vector for the displacement.
Surface ObjectSurface object used to sample the normal for displacement.
Surface GeometrySurface geometry used to sample the normal for displacement.
Surface UV MapSurface UV Map used to sample the normal for displacement.
Surface Normal DisplacementAmount of displacement along the surface normals.
Output
Geometry

The output geometry.

Frizz Hair Curves

Frizz Hair Curves

Deforms hair curves using a random vector per point to frizz them.

EntryWhat it does
InputGeometry: The input geometry. · Cumulative Offset: Apply offset cumulatively. · Factor: Factor to blend overall effect. · Distance: Overall distance factor for the deformation. · Shape: Shape of the influence along curves. 0 means constant. 0.5 means linear. · Seed: Random seed for the operation. · Preserve Length: Preserve the length of each curve during deformation.
OutputGeometry: The output geometry. · Offset Vector: The vector by which each point was offset during deformation.

Hair Curves Noise

Hair Curves Noise

Deforms hair curves using noise texture.

Input
EntryWhat it does
GeometryThe input geometry.
Cumulative OffsetApply offset cumulatively.
FactorFactor to blend overall effect.
DistanceOverall distance factor for the deformation.
ShapeShape of the influence along curves. 0 means constant. 0.5 means linear.
ScaleScale of the noise texture by root position.
Scale along CurveScale of the noise texture along the curve.
Offset per curve—
SeedRandom seed for the operation.
Preserve LengthPreserve the length of each curve during deformation.
Output
EntryWhat it does
GeometryThe output geometry.
Offset VectorThe vector by which each point was offset during deformation.

Roll Hair Curves

Roll Hair Curves

Rolls up hair curves, starting from their tips.

Input
EntryWhat it does
FactorFactor to blend overall effect.
SubdivisionSubdivision level applied before deformation.
Variation LevelLevel of smoothing on the roll path to include shape variation.
Roll LenghtLength of each curve to be rolled
Roll RadiusRadius of the rolls.
Roll DepthDepth offset of the rolls.
Roll TaperTaper of the roll.
Retain Overall ShapeOffset the roll along the original curve to retain shape.
Roll DirectionThe axis around each curve is rolled.
Random OrientationAmount of randomization of the direction of the roll.
SeedRandom seed for the operation.
Preserve LengthPreserve the length of each curve during deformation.
Output
Geometry

The output geometry.

Rotate Hair Curves

Rotate Hair Curves

Rotates each hair curve around an axis.

EntryWhat it does
InputGeometry: The input geometry. · Factor: Factor to blend overall effect. · Axis: Rotation Axis. The default is tangent at root. · Angle: Angle of rotation · Random Off: Random offset to the rotation angle per curve. · Lock Ends: Lock rotation to the axis between the curve ends. · Seed: Random seed for the operation.
OutputGeometry: The output geometry.

Shrinkwrap Hair Curves

Shrinkwrap Hair Curves

Shrinkwrap hair curves to a mesh surface from below and optionally from above.

EntryWhat it does
InputGeometry: The input geometry. · Surface: Surface geometry used for shrinkwrap. · Surface Object: A surface object used for shrinkwrap. · Factor: Factor to blend overall effect. · Offset Distance: Distance of the surface to shrinkwrap. · Above Surface: Blend shrinkwrap for points above the surface. · Smoothing Steps: The steps of Smoothing applied after shrinkwrap. · Lock Roots: Lock the position of root points.
OutputGeometry: The output geometry.

Smooth Hair Curves

Smooth Hair Curves

Smoothes the shape of hair curves.

EntryWhat it does
InputGeometry: The input geometry. · Amount: Amount of smoothing. · Shape: Shape of the influence along curves. 0 means constant. 0.5 means linear. · Iterations: Amount of smoothing steps. · Weight: Smoothing weight. · Lock Tip: Lock the position of tip points. · Preserve Length: Preserve the length of each curve during deformation.
OutputGeometry: The output geometry.

Straighten Hair Curves

Straighten Hair Curves

Straighten hair curves between root and tip.

EntryWhat it does
InputGeometry: The input geometry. · Amount: Amount of smoothing. · Shape: Shape of the influence along curves. 0 means constant. 0.5 means linear. · Preserve Length: Preserve the length of each curve during deformation.
OutputGeometry: The output geometry.

Trim Hair Curves

Trim Hair Curves

Trims or scales hair curves to a certain length.

Input
EntryWhat it does
GeometryThe input geometry.
Scale UniformScale each curve uniformly to reach the target length.
Length FactorMultiply the original length by a factor
Replace LengthUse the length input to fully replace the original length.
LengthTarget length for the operation.
MaskMask to blend overall effect.
Random OffsetTrim hair curves randomly up to a certain amount.
Pin at parameterPin each curve at a certain point for the operation.
SeedRandom seed for the operation.
Output
Geometry

The output geometry.

Hair › Generation

Add menu - Hair - Generation

Add menu - Hair - Generation
Add menu - Hair - Generation

The nodes in this submenu are node groups. They use the regular single nodes under the hood.

It is virtually impossible to document these nodes in detail. So we will just list them.

When you double click the header, then you will enter the first level of the group. When you then press tab, or click again at the header, then you will reach the single nodes.

Add menu - Hair - Generation
Add menu - Hair - Generation
Add menu - Hair - Generation
Add menu - Hair - Generation
Add menu - Hair - Generation
Add menu - Hair - Generation

To leave the group you can use the breadcrumb up left in the header. These breadcrumbs are clickable. Or the Parent Node Tree button up right in the header.

Add menu - Hair - Generation
Add menu - Hair - Generation

Duplicate Hair Curves

Duplicate Hair Curves

Duplicates hair curves a certain amouunt of times in the given radius.

EntryWhat it does
InputGeometry: The input geometry. · Amount: Amount of duplication per curve. · Viewport Amount: How much percent is used in the viewport. · Radius: The radius in which the duplicate curves are offset from the guides. · Distribution Shape: Shape of distriubution from center to the edge aroudn the guide. · Tip Roundness: Offset of the curves to round the tip. · Even Thickness: Keep an even thickness of the distribution of duplicates. · Seed: Random seed for the operation.
OutputGeometry: The output geometry. · Guide Index: The guide index map that was used for the operation.

Generate Hair Curves

Generate Hair Curves

Generates new hair curves on a surface mesh.

Input
EntryWhat it does
SurfaceThe surface to generate the hairs on.
Surface ObjectA surface object to generate the hairs on.
Surface UV mapSurface UV map used for attachment.
Surface Rest PositionSet the surface mesh into its rest position before attachment.
Hair LengthLength of the generated hair curves.
Hair MaterialThe material for the hair curves.
Control PointsAmount of control points for the generated hair curves.
Poisson Disk DistributionUse Poisson Disk distribution to keep a minimum distance between the hair curves.
DensityHow dense the generated hair curves are.
Density MaskFactor for the density of generated hair curves.
Mask TextureDiscard points based on a mask texture after distribution. This mask can be loaded here.
Viewport AmountHow dense the generated hair curves are displayed in the viewport.
SeedRandom seed for operation.
Output
EntryWhat it does
GeometryThe output geometry.
CurvesThe output curves.
Surface NormalThe surface normals.

Interpolate Hair Curves

Interpolate Hair Curves

Interpolates existing guide curves on a surface.

Input
EntryWhat it does
Guide CurvesInput guide curves.
Surface GeometryThe surface geometry to generate the hairs on.
Surface ObjectA surface object to generate the hairs on.
Surface UV mapSurface UV map used for attachment.
Surface Rest PositionSet the surface mesh into its rest position before attachment.
Follow Surface NormalAlign the interpolated curves to the surface normal.
Part by Mesh IslandsUse mesh islands of the surface geometry for painting.
Interpolation GuidesAmount of guides to be used for interploation per curve.
Distance to GuidesDistance aorund each guide to spawn interpollated curves.
Poisson Disk DistributionUse Poisson Disk distribution to keep a minimum distance between the hair curves.
DensityHow dense the generated hair curves are.
Density MaskFactor for the density of generated hair curves.
Mask TextureDiscard points based on a mask texture after distribution. This mask can be loaded here.
Viewport AmountHow dense the generated hair curves are displayed in the viewport.
SeedRandom seed for operation.
Output
EntryWhat it does
GeometryThe output geometry.
Guide IndexThe output curves.
Surface NormalThe surface normals.

Hair › Guides

Add menu - Hair - Guides

Add menu - Hair - Guides
Add menu - Hair - Guides

The nodes in this submenu are node groups. They use the regular single nodes under the hood.

It is virtually impossible to document these nodes in detail. So we will just list them.

When you double click the header, then you will enter the first level of the group. When you then press tab, or click again at the header, then you will reach the single nodes.

Add menu - Hair - Guides
Add menu - Hair - Guides
Add menu - Hair - Guides
Add menu - Hair - Guides
Add menu - Hair - Guides
Add menu - Hair - Guides

To leave the group you can use the breadcrumb up left in the header. These breadcrumbs are clickable. Or the Parent Node Tree button up right in the header.

Add menu - Hair - Guides
Add menu - Hair - Guides

Braid Hair Curves

Braid Hair Curves

Deforms existing hair curves into braids.

Input
EntryWhat it does
GeometryThe input geometry.
Guide IndexIndex map input. This input has priority.
Guide DistanceMinimum distance between two guides for new guide map.
Guide MaskMash for which curve are eligible to be selected as guides.
Existing Guide MapUse the existing guide map attribute if available
FactorFactor to blend overall effect.
SubdivisionSubdivision level applied before deformation.
Braid StartWhere to start to blend deformation in percent from the root.
RadiusOverall radius of the braids.
ShapeShape of the braid radius along each curve.
Factor MinMinimum radius of the braid.
Factor MaxMaximum radius of the braid.
FrequencyFrequency factor of the braids.
ThicknessThickness of the braids.
Thickness ShapeShape adjsutment of the strand thickness for the braids.
Shape AssymetryAsymetry of the shape adjustment of the strand thickness.
Flare LengthLength of the flare at the end of the braid.
Flare OpeningOpening radius of the flare at the tip of the braid.
Hair Tie ObjectObject used for the hair tie instance.
Hair TieGeometry used for the hair tie instance. This has priority.
Hair Tie ScaleScale of the hair tie instance.
Output
EntryWhat it does
GeometryThe output geometry.
Guide IndexThe guide index map that was used for the operation.
Flare ParameterParameter between 0 and 1 along the flare.
Strand IndexIndex of the strand within a braid that each curve belongs to.

Clump Hair Curves

Clump Hair Curves

Clumps together existing hair curves.

Input
EntryWhat it does
GeometryThe input geometry.
Guide IndexIndex map input. This input has priority.
Guide DistanceMinimum distance between two guides for new guide map.
Guide MaskMash for which curve are eligible to be selected as guides.
Existing Guide MapUse the existing guide map attribute if available.
FactorFactor to blend overall effect.
ShapeShape of the influence along curves. 0 means constant. 0.5 means linear.
Tip SpreadDistance of random sread at the curve tips
Clump OffsetOffset of clump in a random direction.
Distance FalloffFalloff distance for the clumping effect. 0 means no falloff.
Distance ThresholdDistance threshold for the clumping effect. 0 means no falloff.
Preserve LengthPreserve the length of each curve during deformation.
Output
EntryWhat it does
GeometryThe output geometry.
Guide IndexThe guide index map that was used for the operation.

Create Guide Index Map

Create Guide Index Map
Create Guide Index Map

Creates an attribute that maps each curve to its nearest guide via index.

EntryWhat it does
InputGeometry: The input geometry. · Guides: Index map input. This input has priority. · Guide Distance: Minimum distance between two guides for new guide map. · Guide Mask: Mash for which curve are eligible to be selected as guides. · Group ID: The id that is used to group curves togethert for guide map creation.
OutputGeometry: The output geometry. · Guide Curves: The output guides · Guide Index: The guide index map that was used for the operation. · Guide Selection: The output guide selection.

Curl Hair Curves

Curl Hair Curves

Deform existing hair curves into curls.

Input
EntryWhat it does
GeometryThe input geometry.
Guide IndexIndex map input. This input has priority.
Guide DistanceMinimum distance between two guides for new guide map.
Guide MaskMash for which curve are eligible to be selected as guides.
Existing Guide MapUse the existing guide map attribute if available.
FactorFactor to blend overall effect.
SubdivisionSubdivision level applied before deformation.
Curl start—
Radius—
Factor StartForm where to blend deformation in percent, starting from the root.
Factor EndFactor for the radius at the curl end.
FrequencyFrequency factor of the curls.
Random OffsetAmount of random offset per curve.
SeedRandom seed for the operation.
Output
Geometry

The output geometry.

Hair › Read

Add menu - Hair - Read

Add menu - Hair - Read
Add menu - Hair - Read

The nodes in this submenu are node groups. They use the regular single nodes under the hood.

It is virtually impossible to document these nodes in detail. So we will just list them.

When you double click the header, then you will enter the first level of the group. When you then press tab, or click again at the header, then you will reach the single nodes.

Add menu - Hair - Read
Add menu - Hair - Read
Add menu - Hair - Read
Add menu - Hair - Read
Add menu - Hair - Read
Add menu - Hair - Read

To leave the group you can use the breadcrumb up left in the header. These breadcrumbs are clickable. Or the Parent Node Tree button up right in the header.

Add menu - Hair - Read
Add menu - Hair - Read

Curve Info

Curve Info

Reads information about each curve.

Output
EntryWhat it does
Curve IndexIndex of each curve.
Curve IDID of each curve.
LengthLength of each curve.
DirectionDirection of each curve.
RandomRandom Vector of each curve.
Surface UVAttachment surface UV coordinate of each curve.

Curve Root

Curve Root

Reads information about the root point of each curve.

Output
EntryWhat it does
Root SelectionBoolean selection of curve root points.
Root PositionThe position of a root point of a curve.
Root DirectionDirection of the root segment of a curve.
Root IndexIndex of the root point of a curve.

Curve Segment

Curve Segment

Reads the information of the curve segment before the current point.

EntryWhat it does
Output—
Segment LengthLength of the segment
Segment DirectionDirection of the segment
Neighbor IndexIndex of the neighbouring point on segment.

Curve Tip

Curve Tip

Reads information about the tip point of each curve.

EntryWhat it does
Output—
Tip SelectionBoolean selection of the tip points.
Tip PositionPosition of the tip point of a curve.
Tip DirectionDirection of the segment of the tip point of a curve.
Tip IndexIndex of the tip point of a curve.

Hair Attachment Info

Hair Attachment Info

Reads attatchment information regarding a surface mesh.

EntryWhat it does
InputSurface Geometry: Surface geometry of the curve attachment. · Surface UV Map: Surface UV map used for attachment.
OutputAttachment UV: Surface attachment UV coordinate stored on each curve. · Attachment is Valid: Is the attached UV coordinate valid? · Surface Normal: The normal direction of the surface mesh at the attachment point.

Hair › Utility

Add menu - Hair - Utility

Add menu - Hair - Utility
Add menu - Hair - Utility

The nodes in this submenu are node groups. They use the regular single nodes under the hood.

It is virtually impossible to document these nodes in detail. So we will just list them.

When you double click the header, then you will enter the first level of the group. When you then press tab, or click again at the header, then you will reach the single nodes.

Add menu - Hair - Utility
Add menu - Hair - Utility
Add menu - Hair - Utility
Add menu - Hair - Utility
Add menu - Hair - Utility
Add menu - Hair - Utility

To leave the group you can use the breadcrumb up left in the header. These breadcrumbs are clickable. Or the Parent Node Tree button up right in the header.

Add menu - Hair - Utility
Add menu - Hair - Utility

Attach Hair Curves to Surface

Attach Hair Curves to Surface
Attach Hair Curves to Surface

Attaches hair curves to a surface mesh.

Input
EntryWhat it does
GeometryThe input geometry.
Surface ObjectA surface object to attach to. It needs to have matching transforms.
SurfaceSurface geometry to attach hair curves to.
Surface UV MapSurface UV Map used to attach hairs to.
Surface Rest PositionSet the surface into rest position before attachment.
Sample Attachment UVSample the surface UV mapp at the attachment point.
Snap to SurfaceSnap the root of the curve to the closest surface point.
Align to Surface NormalAlign the curves to surface normals. Needs a guide as reference.
Blend along CurveBlend deformation along eacah curve from the root.
Output
EntryWhat it does
GeometryThe output geometry.
Surface UV CoordinateSurface UV Coordinate at the attachment point.
Surface NormalSurface Normal at the attachment point.

Redistribute Curve Points

Redistribute Curve Points

Redistributes existing control points evenly along each curve.

EntryWhat it does
InputCurves: The input curve. · Factor: Factor to blend overall effect. · Feature Awareness: Use simple feature awareness to keep feature definition.
OutputCurves: The output curves.

Restore Curve Segment Length

Restore Curve Segment Length
Restore Curve Segment Length
EntryWhat it does
InputCurves: The input curve. · Selection: A selection of the input curve. · Factor: Factor to blend overall effect. · Reference Position: Reference position before deformation. · Pin at Parameter: Pin each curve at a certain point for the operation.
OutputCurves: The output curves.

Hair › Write

Add menu - Hair - Write

Add menu - Hair - Write
Add menu - Hair - Write

The nodes in this submenu are node groups. They use the regular single nodes under the hood.

It is virtually impossible to document these nodes in detail. So we will just list them.

When you double click the header, then you will enter the first level of the group. When you then press tab, or click again at the header, then you will reach the single nodes.

Add menu - Hair - Write
Add menu - Hair - Write
Add menu - Hair - Write
Add menu - Hair - Write
Add menu - Hair - Write
Add menu - Hair - Write

To leave the group you can use the breadcrumb up left in the header. These breadcrumbs are clickable. Or the Parent Node Tree button up right in the header.

Add menu - Hair - Write
Add menu - Hair - Write

Set Hair Curve Profile

Set Hair Curve Profile
Set Hair Curve Profile

Set the radius attribute of hair curces according to a profile shape.

EntryWhat it does
InputGeometry: The input geometry. · Replace Radius: Replace the original radius. · Radius: Base radius to be set when replace radius is enabled. · Shape: Shape of the radius along the curve. · Factor Min: Factor of the radius at the minimum. · Factor Max: Factor of the radius at the maximum.
OutputGeometry: The output geometry.

Instances

Add menu - Geometry nodes - Instances

Add menu - Geometry nodes - Instances
Add menu - Geometry nodes - Instances

The nodes in this submenu are node groups. They use the regular single nodes under the hood.

It is virtually impossible to document these nodes in detail. So we will just list them.

When you double click the header, then you will enter the first level of the group. When you then press tab, or click again at the header, then you will reach the single nodes.

Add menu - Geometry nodes - Instances
Add menu - Geometry nodes - Instances
Add menu - Geometry nodes - Instances
Add menu - Geometry nodes - Instances
Add menu - Geometry nodes - Instances
Add menu - Geometry nodes - Instances

To leave the group you can use the breadcrumb up left in the header. These breadcrumbs are clickable. Or the Parent Node Tree button up right in the header.

Add menu - Geometry nodes - Instances
Add menu - Geometry nodes - Instances

Instance on Elements

Instance on Elements

Create copies of referenced geometry on geometry elements.

Randomize Transforms

Randomize Transforms

Randomize the transform of instances.

Material

Add menu - Geometry nodes - Material

Add menu - Geometry nodes - Material
Add menu - Geometry nodes - Material

The nodes in this submenu are node groups. They use the regular single nodes under the hood.

It is virtually impossible to document these nodes in detail. So we will just list them.

When you double click the header, then you will enter the first level of the group. When you then press tab, or click again at the header, then you will reach the single nodes.

Add menu - Geometry nodes - Material
Add menu - Geometry nodes - Material
Add menu - Geometry nodes - Material
Add menu - Geometry nodes - Material
Add menu - Geometry nodes - Material
Add menu - Geometry nodes - Material

To leave the group you can use the breadcrumb up left in the header. These breadcrumbs are clickable. Or the Parent Node Tree button up right in the header.

Add menu - Geometry nodes - Material
Add menu - Geometry nodes - Material

Inherit Material

Inherit Material

Applies an existing material from the source geometry at the target geometry.

Mesh

Add menu - Geometry nodes - Mesh

Add menu - Geometry nodes - Mesh
Add menu - Geometry nodes - Mesh

The nodes in this submenu are node groups. They use the regular single nodes under the hood.

It is virtually impossible to document these nodes in detail. So we will just list them.

When you double click the header, then you will enter the first level of the group. When you then press tab, or click again at the header, then you will reach the single nodes.

Add menu - Geometry nodes - Mesh
Add menu - Geometry nodes - Mesh
Add menu - Geometry nodes - Mesh
Add menu - Geometry nodes - Mesh
Add menu - Geometry nodes - Mesh
Add menu - Geometry nodes - Mesh

To leave the group you can use the breadcrumb up left in the header. These breadcrumbs are clickable. Or the Parent Node Tree button up right in the header.

Add menu - Geometry nodes - Mesh
Add menu - Geometry nodes - Mesh

Mesh Lines and Silhouette

Mesh Lines and Silhouette
Mesh Lines and Silhouette

Creates a Inverses Hull lines with a mesh silhouette. This also contains overrides, randomizatoin and other settings.

Mesh › Read

Add menu - Geometry nodes - Mesh - Read

Add menu - Geometry nodes - Mesh - Read
Add menu - Geometry nodes - Mesh - Read

The nodes in this submenu are node groups. They use the regular single nodes under the hood.

It is virtually impossible to document these nodes in detail. So we will just list them.

When you double click the header, then you will enter the first level of the group. When you then press tab, or click again at the header, then you will reach the single nodes.

Add menu - Geometry nodes - Mesh - Read
Add menu - Geometry nodes - Mesh - Read
Add menu - Geometry nodes - Mesh - Read
Add menu - Geometry nodes - Mesh - Read
Add menu - Geometry nodes - Mesh - Read
Add menu - Geometry nodes - Mesh - Read

To leave the group you can use the breadcrumb up left in the header. These breadcrumbs are clickable. Or the Parent Node Tree button up right in the header.

Add menu - Geometry nodes - Mesh - Read
Add menu - Geometry nodes - Mesh - Read

Edge Length

Edge Length

Returns the length of an edge.

Face Corner Angle

Face Corner Angle

Returns the angle between two edges.

Is Edge Boundary

Is Edge Boundary

Returns a selection of boundary edges.

Is Edge Loose

Is Edge Loose

Returns a selection of loose edges.

Is Edge Manifold

Is Edge Manifold

Returns a selection of manifold edges.

Is UV Split

Is UV Split

Returns a selection of seam edges at the border of UV patches.

Normals

Add menu - Geometry nodegroups - Normals

Add menu - Geometry nodegroups - Normals
Add menu - Geometry nodegroups - Normals

The nodes in this submenu are node groups. They use the regular single nodes under the hood.

It is virtually impossible to document these nodes in detail. So we will just list them.

When you double click the header, then you will enter the first level of the group. When you then press tab, or click again at the header, then you will reach the single nodes.

Add menu - Geometry nodegroups - Normals
Add menu - Geometry nodegroups - Normals
Add menu - Geometry nodegroups - Normals
Add menu - Geometry nodegroups - Normals
Add menu - Geometry nodegroups - Normals
Add menu - Geometry nodegroups - Normals

To leave the group you can use the breadcrumb up left in the header. These breadcrumbs are clickable. Or the Parent Node Tree button up right in the header.

Add menu - Geometry nodegroups - Normals
Add menu - Geometry nodegroups - Normals

Inherit Smoothness

Inherit Smoothness

Passes normal smoothness of the parent object.

Utilities

Add menu - Geometry nodegroups - Utilities

Add menu - Geometry nodegroups - Utilities
Add menu - Geometry nodegroups - Utilities

The nodes in this submenu are node groups. They use the regular single nodes under the hood.

It is virtually impossible to document these nodes in detail. So we will just list them.

When you double click the header, then you will enter the first level of the group. When you then press tab, or click again at the header, then you will reach the single nodes.

Add menu - Geometry nodegroups - Utilities
Add menu - Geometry nodegroups - Utilities
Add menu - Geometry nodegroups - Utilities
Add menu - Geometry nodegroups - Utilities
Add menu - Geometry nodegroups - Utilities
Add menu - Geometry nodegroups - Utilities

To leave the group you can use the breadcrumb up left in the header. These breadcrumbs are clickable. Or the Parent Node Tree button up right in the header.

Add menu - Geometry nodegroups - Utilities
Add menu - Geometry nodegroups - Utilities

Random Rotation

Random Rotation

Returns a uniformly distributed random rotation

Utilities › Vector

Add menu - Geometry nodegroups - Utilities - Vector

Add menu - Geometry nodegroups - Utilities - Vector
Add menu - Geometry nodegroups - Utilities - Vector

The nodes in this submenu are node groups. They use the regular single nodes under the hood.

It is virtually impossible to document these nodes in detail. So we will just list them.

When you double click the header, then you will enter the first level of the group. When you then press tab, or click again at the header, then you will reach the single nodes.

Add menu - Geometry nodegroups - Utilities - Vector
Add menu - Geometry nodegroups - Utilities - Vector
Add menu - Geometry nodegroups - Utilities - Vector
Add menu - Geometry nodegroups - Utilities - Vector
Add menu - Geometry nodegroups - Utilities - Vector
Add menu - Geometry nodegroups - Utilities - Vector

To leave the group you can use the breadcrumb up left in the header. These breadcrumbs are clickable. Or the Parent Node Tree button up right in the header.

Add menu - Geometry nodegroups - Utilities - Vector
Add menu - Geometry nodegroups - Utilities - Vector

Combined Cylindrical

Combined Cylindrical

Create a vector from its cylindrical components.

Combined Spherical

Combined Spherical

Create a vector from its spherical components.

Separate Cylindrical

Separate Cylindrical

Decompose into its cylindrical components.

Separate Spherical

Separate Spherical

Decompose into its spherical components.

Utility

Add menu - Geometry nodegroups - Utility

Add menu - Geometry nodegroups - Utility
Add menu - Geometry nodegroups - Utility

The nodes in this submenu are node groups. They use the regular single nodes under the hood.

It is virtually impossible to document these nodes in detail. So we will just list them.

When you double click the header, then you will enter the first level of the group. When you then press tab, or click again at the header, then you will reach the single nodes.

Add menu - Geometry nodegroups - Utility
Add menu - Geometry nodegroups - Utility
Add menu - Geometry nodegroups - Utility
Add menu - Geometry nodegroups - Utility
Add menu - Geometry nodegroups - Utility
Add menu - Geometry nodegroups - Utility

To leave the group you can use the breadcrumb up left in the header. These breadcrumbs are clickable. Or the Parent Node Tree button up right in the header.

Add menu - Geometry nodegroups - Utility
Add menu - Geometry nodegroups - Utility

G Index Mask U

G Index Mask U
G Index Mask U

Selects an indicy by using various functions.