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Get Attribute

The read-it-back half of "store a number on each vertex". Set Attribute, a Wrangle, or an importer put a named value on the mesh; this node pulls one component of it out as an ordinary per-vertex w...

Get Attribute node

The Get Attribute node

When to use it

The read-it-back half of "store a number on each vertex". Set Attribute, a Wrangle, or an importer put a named value on the mesh; this node pulls one component of it out as an ordinary per-vertex weight map.

That is the currency roughly a dozen nodes already accept - masks, blends, weight-map math, brush gates - which is why the output is a weight map rather than some new attribute pin type nothing downstream could eat.

Use it whenever data that arrived with a mesh has to start driving something. Use Transfer Attribute instead when the data has to move to a different mesh, and Change Attribute Domain when it has to move between vertices and triangles.

Attribute is a dropdown listing what the connected mesh actually carries, so there is nothing to remember and nothing to misspell. If a name is not offered, the mesh does not have it - wiring the node to the wrong upstream mesh is by far the most common cause.

Pins

Pin Type Description
Mesh Mesh The mesh that is carrying the stored value.
Pin Type Description
Mesh Mesh The input mesh, unchanged.
Weights Weight Map The chosen component, one number per vertex.

Settings

Setting Type Description
Attribute Text Which stored value to read. The dropdown lists what the incoming mesh carries, and its search box doubles as a text field while nothing is connected. Ask for a name the mesh does not have and the error tells you which names it does have, which is what you want when you have misspelled one.
Component Whole number Which component to read out. 0 is X. Clamped to however many the stored value actually has.
Combine Triangles By Choice How triangle values collapse onto vertices. Only used when the value is stored per triangle; ignored otherwise.