Docs

Set Attribute

Start with the mental model, because the word "attribute" is the only hard part: you are storing a number on each vertex so you can read it back later, or move it to another mesh.

Set Attribute node

The Set Attribute node

When to use it

Start with the mental model, because the word "attribute" is the only hard part: you are storing a number on each vertex so you can read it back later, or move it to another mesh.

  • This node is the store step.
  • Get Attribute is the read-it-back step.
  • Transfer Attribute is the move-it step.
  • A Wrangle can read and write the same number as @name.

The number rides inside the mesh itself, so it survives every wire, every save and every node that passes the mesh along - it is not a side channel you have to keep re-connecting. That is what makes it worth using instead of just wiring a weight map around.

Store Per is the choice that matters. One value per vertex is what you want almost always - masks, heights, heat, anything a weight map could hold. One value per triangle is for facts about faces: material class, an area band, a flag. Pick the wrong one and everything downstream still works but has to average, which blurs the data.

Pins

Pin Type Description
Mesh Mesh The mesh to store the value on.
Weights Weight Map Per-vertex values. Only read when Value Source is set to Weights input.
Value Number Drives the X component of Constant Value from the graph. Leave it empty to use the panel value.
Pin Type Description
Mesh Mesh The same mesh, now carrying the value under that name.

Settings

Setting Type Description
Name Text The name you will look this up by later. Case-sensitive, so Mask and mask are two different things. Leave it empty and the node does nothing.
Store Per Choice One value per vertex, or one per triangle. Changing this rebuilds the stored value from scratch.
Type Choice How many numbers each vertex or triangle holds. Changing this rebuilds the stored value from scratch; nothing is reinterpreted in place.
Value Source Choice One value everywhere, or per-vertex values from the Weights input.
Constant Value Vector The value every vertex or triangle gets. Components past the chosen Type are ignored, and Float and Int only read X. X can also be driven by the Value pin, so the graph can work the number out for you.
Constant W Number The fourth number. Only read when Type is Vector 4.
Driven Component Whole number Which component the Weights input writes into. 0 is X. Clamped to however many the chosen Type has.