AxoGeoDocs

DocsReference

Node reference

What each node does, what it takes and what it gives back. This is being written a node at a time, so it does not cover everything yet.

Emitters

  • Bezier CurveA single smooth bend, shaped by four control points.
  • Branch GrowGrows one generation of branches off an existing curve.
  • Circle PointsRings of points, facing outward, optionally stacked into a tower.
  • Curve From PointsThreads a curve through any set of points.
  • Curve PathA smooth path threaded through points you place.
  • Curve PointsEvenly spaced points along a curve.
  • Curve RingsRings of points that follow a path instead of stacking straight up.
  • Curve TaperSets how thick a curve is from base to tip.
  • Drop To SurfaceDrops an existing arrangement onto a surface.
  • Edge CurvesPulls the edges of a mesh out as curves.
  • Emit PointsParticles over time: sparks, embers, bubbles, dust.
  • GridA lattice of points: offset rows, square, or a hexagonal disc.
  • Grow CurvesGrows a whole branching structure in from a single number.
  • LatheSpins a profile around to make anything round.
  • LoftSweeps a cross-section along a path to make a solid.
  • ProfileThe cross-section that Loft sweeps along a path.
  • Relax PointsPushes points apart until none are too close together.
  • Sample CurveThe point partway along a curve, as a position.
  • Scatter PointsSprinkles points over a surface, ready for something to be placed on each one.
  • Spiral PointsA helix of points climbing upward.

Fields

  • AgeHow grown each part is, from just emerged to fully formed.
  • CompareTurns a varying value into a yes or no, for selecting part of a surface.
  • CurvatureWhether a spot on the surface is an edge, a crease or flat.
  • DistanceHow far each point is from a place you choose.
  • GenerationWhich level of a branching structure something is on.
  • IndexThe number of each element, counting from zero.
  • NoiseA smooth random pattern in space, for anything that should look natural rather than regular.
  • NormalWhich way each part of the surface is facing.
  • PositionWhere each point is along one axis, as a value that varies across the shape.
  • SelectionA mask you paint by hand in the viewport.
  • Value RampA curve you draw with a handful of stops, that reshapes any value.
  • VoronoiA random pattern of cells with visible borders.
  • White NoiseA completely random number at every point, with no smoothness at all.

Modifiers

  • AssertLets the graph state a contract about itself, and fail if it breaks.
  • AttachSeats one part onto another by matching named connection points.
  • BevelChamfers sharp edges, which is most of what stops a box reading as a placeholder.
  • Bridge Edge LoopsJoins two open holes with a band of surface.
  • Cap HolesFills open holes so a shape becomes solid.
  • ChipsKnocks small faceted chips out of sharp edges.
  • Collision ProxyDeclares the simple shape a game should collide with.
  • Color RampTurns a number into a colour by looking it up on a gradient you define.
  • Convex HullShrink-wraps a set of points into the tightest solid that contains them.
  • Corner PatternAsks about a face's corners rather than its middle, which is what an autotiler needs.
  • Curve DeformBends a shape along a curve, however the curve goes.
  • DecimateReduces the number of triangles.
  • DeformTaper, twist, bend, bulge or shear a whole shape along an axis.
  • Delete GeometryRemoves whatever a field selects.
  • DifferenceCuts one shape out of another, leaving a real opening.
  • Dual MeshSwaps faces and corners, which is how a triangle grid becomes hexagons.
  • Edge SplitBreaks the shading across edges sharper than a given angle.
  • Extrude Along CurveGrows a tube out of a face, following a curve.
  • Extrude TilesLifts every face into a solid block, with heights from a field.
  • FacetMerges nearly flat regions into large flat facets.
  • Fit To FacesPuts a copy of a tile in every face, reshaped to fit that face.
  • FractureBreaks a solid into pieces that fit back together exactly.
  • FreezeSays how a branch should be treated when the graph is exported.
  • Grid ColorColours tiles by who owns them.
  • Group InputDeclares a socket on every placed copy of this graph.
  • Group OutputThe final result of a graph.
  • Grow SelectionExpands a selection outward to neighbouring faces.
  • Index SwitchShows one of up to twenty branches, chosen by a number.
  • InsetShrinks a face inward and bridges the gap, optionally pushing it in or out.
  • Instance On PointsPuts a copy of one thing at every point of another.
  • Join GeometryGathers several pieces so the rest of the graph treats them as one thing.
  • Merge by DistanceWelds nearby points so assembled parts behave as one surface.
  • Merge FacesPairs each face with a neighbour, so two faces read as one.
  • Merge GeometryCollapses many pieces into one mesh, to keep the part count down.
  • Metaball MeshTurns a cloud of points into one lumpy welded solid.
  • MirrorCopies a shape across a plane, so you only model half.
  • New FacesSelects the faces an operation just created.
  • Planar FractureCracks a flat shape, keeping its real outline and any holes.
  • Publish ValueExports a number the graph worked out, under a name.
  • Quad SubdivideTurns every face into quads, without changing the shape.
  • RefineAdds detail only where a field says it is needed.
  • Scale ElementsShrinks or grows each face on its own, leaving gaps between them.
  • Screen SpacePins a branch to the screen instead of the world.
  • Set FacesSays what counts as one face for everything after it.
  • Set MaterialGives geometry its colour and decides how light behaves on it.
  • Set PositionPushes every point of a surface along a direction, by an amount a field decides.
  • ShadingDecides whether a surface reads as faceted or smooth.
  • ShatterMoves the pieces of a broken object along a solved path.
  • SliceCuts a shape with a flat plane and keeps one side.
  • SmoothRelaxes points towards their neighbours, softening a shape.
  • SolidifyGives an open surface real thickness.
  • SubdivisionSmooths a shape by dividing and rounding it.
  • Surface StampA patch that conforms to a surface: moss, scorch, runes, painted markings.
  • SwitchShows one of two branches, depending on a condition.
  • SymmetrizeMakes a lopsided shape symmetric by keeping one half and mirroring it.
  • TessellateDivides faces without changing the shape at all.
  • TransformMoves, turns and resizes whatever you wire into it.
  • Triangulate PointsConnects a set of points into a surface.
  • UnionMerges overlapping parts into one solid and deletes the surfaces buried inside.
  • UV ProjectGives a surface texture coordinates by projecting them on.
  • Vector DisplaceMoves every point in its own direction, which is what makes overhangs possible.
  • ViewerPreviews a branch without making it the final result.

Placement

  • Place OnSits one part on top of another, and keeps it sitting there when either one changes size.

Primitives

  • ConeA cone, and a pyramid when you drop it to four sides.
  • CubeA box, and the shape most models are mostly made of.
  • CylinderA tube or a post, standing upright, and a cone if you close one end.
  • HeartA heart outline, extruded into a solid.
  • IcosahedronA faceted ball, and the usual starting point for a rock or a shard.
  • Label3D text that shows a number, and follows it as it changes.
  • OctahedronEight flat triangles, the shape of a cut gem.
  • PlaneA flat sheet lying on the ground, and the usual starting point for terrain.
  • Point LightAn actual light in the scene, not a glowing surface.
  • ShapeA named outline, optionally with a hole in it, turned into a solid plate.
  • SocketMarks a named point where other parts are meant to attach.
  • SphereA smooth ball, divided into rows and columns.
  • TetrahedronFour triangles, the simplest solid there is.
  • TextSolid 3D letters from whatever you type.
  • TorusA ring, standing upright like a wheel.

Values

  • BotAn autonomous player that wanders on its own.
  • Cell WriteSets one cell of the board and hands the board back.
  • Grid CellTurns a position in the world into which cell it is over.
  • Grid CountHow many cells are held by a given owner.
  • Grid InitCreates the board that a grid game keeps its state in.
  • Grid ReadWhat is stored in one cell of the board.
  • Grid StampClaims a square block of cells around a point.
  • InputWhich way the player is pressing, while the scene is playing.
  • Map RangeTakes a value from one range and spreads it across another.
  • MathDoes arithmetic on a number, or on a value that varies across a surface.
  • QuantiseSnaps a value onto a grid of whole steps, in its own units.
  • Random ValueA random number that differs for every copy.
  • StateRemembers a value from one frame to the next.
  • Territory StepThe whole trail-and-capture rule in one node.
  • TimeA number that climbs as the animation plays, for motion without keyframes.
  • ValueOne number, wired into as many places as you like.

Vectors

  • BoundsMeasures a part and gives back its size, centre or extent.
  • Combine XYZBuilds one direction or position out of three separate numbers.
  • MeasureReads a single number off a piece of geometry.
  • Separate XYZPulls one component out of a direction or position.
  • Vector MathArithmetic on directions and positions, the way Math works on numbers.
  • Vector MeasureTurns two directions into a single number: how far apart, or how much they agree.