Nút Thuộc Tính (Attribute Node)

Nút Thuộc Tính.

The Attribute node allows you to retrieve attributes attached to an object or mesh.

Đầu Vào (Inputs)

Nút này không có đầu vào.

Tính Chất (Properties)

Tên (Name)

Tên của Thuộc Tính.

Thể Loại (Type)

Specifies the type of the attribute.

Hình Học (Geometry):

The attribute is associated with the geometry of the object, and its value varies from vertex to vertex, or within the volume of the object.

Most geometry attributes are directly accessible through the various input nodes, except for these:

Bọt Đại Dương (Ocean Foam)

Gives a scalar defining where foam might appear when using an Ocean Modifier. This depends on the name you give this property.

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For a full list of options see This Thread on the Blender Stack Exchange.

Object (Đối Tượng):

The attribute name specifies a custom property name, or an RNA path to a built-in property (like the single property driver variables).

The values of attributes of this type are defined once per object. The name or path is looked up first in the object data-block, followed by the mesh data-block if not found. Custom properties have priority over built-in ones.

The property value must be an integer, float, boolean, or a vector of 1 to 4 floats or ints; properties of other types are ignored. If a suitable property is not found, all sockets of the node, including Alpha, output 0.

Mẹo

The color attribute will output the value of the Color field in the Viewport Display panel of the object, unless overridden by a custom property.

Thực Thể Hóa Viên (Instancer):

Similar to Object, but the attribute is looked up in the instancer particle system settings, followed by Geometry Node instance attributes (searching from the innermost instancing layer to outer ones), and finally in the instancer object. If the current object is not instanced, or the property is not found, it falls back to the Object mode.

Cảnh báo

Currently only up to 4 layers of Geometry Node instancing are searched.

Tầng Góc Nhìn (View Layer):

The attribute is looked up in the current View Layer, Scene and World, using the same lookup logic as Object, and likewise producing all zero outputs including Alpha if not found. Attributes of this type have the same uniform value throughout the whole Render Layer.

Mẹo

This gives access to a number of useful built-in properties, for example:

"màu sắc" or world.color

Outputs the value of the Color field in the Viewport Display panel of the World properties.

render.resolution_x, render.resolution_y

Outputs the current độ phân giải kết xuất (rendering resolution).

camera.data.angle_x, camera.data.angle_y,

Outputs the effective field of view of the active Camera.

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An alternative method to access the same set of properties is to use driver Context Properties, possibly with a manually emulated lookup fallback chain.

Đầu Ra (Outputs)

Màu Sắc (Color)

RGB color interpolated from the attribute.

Véctơ (Vector)

XYZ vector interpolated from the attribute.

Hệ Số (Factor)

Scalar value interpolated from the attribute.

Độ Đục (Alpha)

Alpha channel of the attribute, when available. If the attribute has no alpha channel, generally defaults to 1.

Cảnh báo

Currently, only "Tầng Góc Nhìn" attributes are supported in shaders used for the Thế Giới (World) or Đối Tượng Nguồn Sáng (Light Objects).