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Selection

Selection names a part of a mesh or curve, so later nodes can work on just that part: every face pointing up, the sharp edges, a box full of points, or faces you click. The geometry passes straight through with the name attached; nothing changes until a later node picks the name in its Apply to setting. Use it to bevel only the outer edges, roughen only the top, or delete one face.

Any geometry

The mesh or curve to select part of.

Same as input

The same geometry, carrying the named selection to later nodes.

Parameter What it does Default
Type What to select on a mesh: Points, Edges or Primitives (faces). Options: Points, Edges, Primitives Shown for a mesh input. Edges
Name The name later nodes use to pick this selection in their Apply to setting. Blank
Existing What to do if the mesh already has a selection with this name: Replace it, Add to it, Remove from it, or keep only what both share (Intersect). Options: Replace, Add, Remove, Intersect Replace
Method How pieces of the curve are chosen: by a stretch along it (U range), by a box (bounds), or by clicking them (Manual). Options: By U range, By bounds, Manual Shown for a curve input. By U range
Spans The curve pieces you clicked in the viewport. Shown for a curve input when Method is Manual. Set in the viewport
U start Where the selected stretch begins, from 0 at the curve's start to 1 at its end. Shown for a curve input when Method is By U range. 0
U end Where the selected stretch ends. U start 0 and U end 1 select the whole curve. Shown for a curve input when Method is By U range. 1
Center The center of the box that picks curve pieces. Shown for a curve input when Method is By bounds. 0, 0, 0
Size The size of the box along each axis. A piece is selected when most of it is inside. Shown for a curve input when Method is By bounds. 2, 2, 2
Method How edges are chosen: by how sharp they are (angle), by the way they face (normal), or by clicking them (Manual). Options: By angle, By normal, Manual Shown for a mesh input when Type is Edges. By angle
Min angle How sharp an edge must be to be selected, in degrees. 90 is the edge of a box; the default skips flat areas. Shown for a mesh input when Type is Edges and Method is By angle. 40
Max angle The sharpest edge that is still selected, in degrees. 180 has no limit. Shown for a mesh input when Type is Edges and Method is By angle. 180
Spread Grows the selection outward by this many rows of neighboring edges. Shown for a mesh input when Type is Edges. 0
Edges The edges you clicked in the viewport. Shown for a mesh input when Type is Edges and Method is Manual. Set in the viewport
Method How faces are chosen: by an attribute value, by clicking them (Manual), or by the way they face (normal). Options: By attribute, Manual, By normal Shown for a mesh input when Type is Primitives. By attribute
Attribute The attribute to match, such as the tag a Boolean put on the faces it cut. Picked from the input mesh. Shown for a mesh input when Type is Primitives and Method is By attribute. None
Value The value a face's attribute must have to be selected. Picked from the input mesh. Shown for a mesh input when Type is Primitives and Method is By attribute. None
Faces The faces you clicked in the viewport. Shown for a mesh input when Type is Primitives and Method is Manual. Set in the viewport
Method How points are chosen: by the way they face (normal), by clicking them (Manual), or by a box (bounds). Options: By normal, Manual, By bounds Shown for a mesh input when Type is Points. By normal
Points The points you clicked in the viewport. Shown for a mesh input when Type is Points and Method is Manual. Set in the viewport
Center The center of the box that picks points. Drag it in the viewport too. Shown for a mesh input when Type is Points and Method is By bounds. 0, 0, 0
Size The size of the box along each axis. Shown for a mesh input when Type is Points and Method is By bounds. 2, 2, 2
Direction The direction to compare against: 0, 1, 0 picks what faces up. Shown for a mesh input when Type is Edges and Method is By normal, or Type is Primitives and Method is By normal, or Type is Points and Method is By normal. 0, 0, 1
Spread angle How far from Direction something may face, in degrees, and still be selected. Shown for a mesh input when Type is Edges and Method is By normal, or Type is Primitives and Method is By normal, or Type is Points and Method is By normal. 45
Include opposite Also selects what faces the opposite way, such as both the top and the bottom. Shown for a mesh input when Type is Edges and Method is By normal, or Type is Primitives and Method is By normal, or Type is Points and Method is By normal. Off
  • Bevel: bevel only the selected edges.
  • Noise: roughen only the selected part.
  • Delete: remove the selected part, or keep only it.
  • Utility nodes: the other plumbing nodes.