Edit

Store and apply hand-authored per-element edits to positions and per-anchor channels as additive deltas keyed by stable identity.

What it does

Edit stores hand-authored tweaks to individual points, anchors, or elements of a shape, geometry, or point collection, and applies them back as additive offsets keyed to each element's own identity. Drag an anchor in the viewport and the tweak is recorded against that specific anchor, so reordering or adding elements upstream still moves the right one rather than the Nth item in the list.

Offsets stack rather than replace, so run through a feedback loop the same Edit node keeps adding to what is already there. Unpainted, it is a passthrough.

When to use it

ParameterTypeDefault
inputOneOf([Collection])
editsString"[]"
modeString"Points"
radiusNumber0
falloffString"Smooth"
construction_planeString"Camera"
plane_offsetNumber0
strengthNumber1

Gotchas

Construction Plane defaults to Camera, which drags the point parallel to the screen at its current depth. A fixed world plane (XZ/XY/YZ) gives a drag that stays level or square to an axis instead of following the view.

Edit stores a delta, not a final position. In a feedback loop the same nudge is applied again each pass, so it accumulates rather than settling. That is the behaviour for progressive sculpting, and it runs away if a one-time offset was expected.

Mode, Radius, Falloff, Construction Plane, and Plane Offset shape how the viewport drag tool authors an edit. None of them affect the cook once an edit exists, so changing Radius or Falloff afterwards does not reshape edits already made; it changes how the next drag spreads across neighbouring points.

Worked example

  1. Wire a shape or point collection into Edit's input.

  2. In the viewport, drag an anchor or point directly. The offset is recorded against that element's identity.

  3. Raise Radius above 0 to spread the drag across nearby points, and pick a Falloff curve to control how quickly the influence fades with distance.

  4. Feed the output back through a feedback loop for each pass to build on the last, or send it straight downstream for a one-off touch-up.

See also

Point · Attribute Assign · Feedback Start · Geometry (meshes)