Documentation / Node reference / geo nodes
geo/Condition
Passes its input through, and puts the node in error when the input fails a test you set.
Network
An assertion in the graph. Each test is a toggle plus the value it expects, and any that is on and does not match stops the cook, so every node downstream inherits INPUT_ERROR instead of working on something you already know is wrong. Nothing is changed or measured otherwise: the input comes out exactly as it went in.
The error is CONSTRAINT_NOT_SATISFIED, which means what you wired breaks a rule you set, as distinct from INVALID_INPUT, which means a required input is not connected at all.
It composes with any node that turns a property into objects. geo/ManifoldDisplay with keepInput off emits one object per defect, so a watertight mesh emits NONE: an objectsCount of 0 here is then a watertightness assert that holds whatever the input's own object count is.
Parameters
| Name | Type | What it does |
|---|---|---|
| tobjectsCount | Bool | Test how many OBJECTS the input carries. |
| objectsCount | UInt32 | The object count the input must have. Zero is the useful one for an assert built on a node that emits an object per problem. |
| tpointsCount | Bool | Test how many POINTS each object carries. Every object is tested, so one that differs fails the whole node. |
| pointsCount | UInt32 | The point count every object must have. |
| tindicesCount | Bool | Test how many INDICES each object carries. Every object is tested, so one that differs fails the whole node. |
| indicesCount | UInt32 | The index count every object must have. |
See also
- geo/ManifoldDisplay
- geo/Switch
This page is generated from the engine, so it describes the release you can download. The same text is in the editor's Help panel next to the node itself.