A weight that spreads from a selected point along the surface rather than through space. On a thin slab seeded at the centre of its top face, the top face carries a round falloff while the bottom face, only a tenth of a unit away in a straight line, stays unweighted: the walk has to go round the rim to reach it.
Examples
Every one of these opens in the browser editor, running, with its node graph laid out for you to take apart. Nothing to install and no account needed.
A manifold boolean keeps no primitive attribute, so a colour set per face is lost when a corner is cut away. A primitive ID does survive the boolean, and geo/AttributeCopy matching by that ID brings the colour back onto every face cut from a coloured one. The walls the cutter made have no source face and keep their own colour.
geo/M3DBoolean geo/AttributeCopy geo/AttributeId
A nameplate carrying colours, normals and a custom float, written to PLY three ways: everything merged into one mesh, only the first object, and as a scattered point cloud with no faces at all. PLY is the one format here that keeps arbitrary point attributes, and the one that can hold points with no geometry around them.
A loop that runs once per quad of a plane and writes each quad's number on it. geo/forEachBegin hands the loop one quad at a time, and the nodes in the loop read it by expression: the text takes the quad's ID, the transform takes its centre. geo/forEachEnd gathers what every pass produced.
Two objects under one light, and only one of them casts a shadow. Turning that off per object is a pair of parameters: one enables the override, the other carries the value, and setting the value alone does nothing.
geo/ObjectProperties