The sides of a box split into one object per value of a primitive attribute, each coloured by its object, then split further into pieces that touch.
geo/SplitByAttribute geo/Connectivity geo/AttributeCreate
Documentation / Node reference / geo nodes
Splits an object into one object per value of a primitive attribute.
Topology
Every face with the same value of the attribute goes into the same object. Use it to work on the parts of a model separately: the patches of geo/AttributeFlatPatches, the cells of a fracture, or any faces you numbered yourself. Each part can then be moved apart for an exploded view, given its own colour or material, extruded, or printed on its own.
The attribute must be a U32 primitive attribute. Each new object keeps only the points its faces use, so a point on the border between two parts is copied into both, and each part is complete on its own. Point and primitive attributes and groups come along.
Each new object also gets the value as an object attribute with the same name, so later nodes know which part it is. The objects come out in increasing order of value.
Faces with the same value stay in one object even when they do not touch. Add a geo/Connectivity afterwards to split those apart too.
An object without the attribute passes through unchanged.
| Name | Type | What it does |
|---|---|---|
| attribute | AttributeName | The U32 primitive attribute to split by. Each value becomes one object. |
Scenes you can open in the editor that teach this node.
The sides of a box split into one object per value of a primitive attribute, each coloured by its object, then split further into pieces that touch.
geo/SplitByAttribute geo/Connectivity geo/AttributeCreate
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.