Create Attribute
Adds an attribute to a mesh, filled with a constant, random or evenly spaced value per vertex.
Outputs
| Name | Type | Description |
|---|---|---|
| Mesh Output | Mesh | The mesh with the new attribute added. |
Inputs
| Name | Type | Description |
|---|---|---|
| Mesh Input | Mesh | The mesh to add the attribute to. |
Parameters
| Name | Type | Description |
|---|---|---|
| Type | Enum | How many numbers each vertex gets.Choices: Float, Vector 2, Vector 3, Vector 4 |
| Mode | Enum | How the values are filled in.Choices: Constant, Random, Normal Distribution, Sequence |
| Attribute Name | String | The name the new attribute is stored under, which other operators use to find it. |
| Value | [Type] | The value every vertex gets. Only present in Constant mode. |
| Min | [Type] | The lowest value. Only present in Random and Sequence mode. |
| Max | [Type] | The highest value. Only present in Random and Sequence mode. |
| Mean | [Type] | The value the random values gather around. Only present in Normal Distribution mode. |
| Std Deviation | [Type] | How far the random values spread out from the mean. Only present in Normal Distribution mode. |
| RNG Seed | Int | Which random pattern is used. The same seed gives the same pattern. Only present in Random and Normal Distribution mode. |
Create Attribute gives every vertex of a mesh a value of its own, stored under a name. The value does nothing by itself. Operators later in the chain read it by name, so it is the way to tell Move how far each vertex should go, or to hand a per-vertex number to a material.
The mode decides how the values are filled in. Constant gives every vertex the same value. Random picks a value for each vertex between the minimum and the maximum, with every value equally likely. Normal Distribution picks around the mean, with most values close to it and fewer further out. The seed picks the pattern, and the pattern only changes when the seed does, so the values do not flicker from frame to frame. Sequence runs evenly from the minimum at the first vertex to the maximum at the last, which gives a ramp along the order the vertices were made in.
The type sets how many numbers each vertex gets. Changing the type or the mode swaps the value parameters below for the ones that fit, and a Vector type fills each component on its own.
Keywords: vertex data, random, gradient, sequence, per vertex, weight