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Change Attribute Domain (Vertex ↔ Triangle)

The fourth verb of the attribute model: the value is already on the mesh, but it is stored on the wrong thing. This node converts a named attribute between per-vertex and per-triangle storage.

Change Attribute Domain node

The Change Attribute Domain node

When to use it

The fourth verb of the attribute model: the value is already on the mesh, but it is stored on the wrong thing. This node converts a named attribute between per-vertex and per-triangle storage.

Reach for it when a Wrangle refuses a cross-domain read (its error names this node), when a per-triangle value has to become a mask, or when a per-vertex mask has to become a per-face classification.

The averaging rule is the whole node. Vertex to triangle: each triangle combines its three corner values. Triangle to vertex: each vertex combines the triangles in its one ring. Same domain: a straight copy, and the rule is not consulted.

Combine Using is the setting people get wrong. Area weighting only does anything for triangle-to-vertex - going the other way all three corners belong to the same triangle and carry the same area, so area-weighted is identical to plain Average. Going triangle-to-vertex it matters a lot: on an irregular mesh a plain average lets a sliver triangle count as much as the large one beside it. And for ids or category indices, averaging is the wrong question entirely - Minimum and Maximum exist for that.

Pins

Pin Type Description
Mesh Mesh The mesh carrying the value you want to convert.
Pin Type Description
Mesh Mesh The same mesh, now carrying the converted value.

Settings

Setting Type Description
Attribute Text Which stored value to convert. The dropdown lists what the incoming mesh carries, and its search box doubles as a text field while nothing is connected.
Write To (empty = same name) Text What the converted values get called. Leave it empty to replace the original in place, which is what you usually want. Give it a different name and you keep both.
Convert To Choice Whether the result ends up per vertex or per triangle.
Combine Using Choice How several values collapse into one. Area weighting only changes the answer going from triangles to vertices; the other way round it gives the same result as plain Average.