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  • Published 14 Feb 2026

Selection mode for geonodes

wat if we have handy method to select part of mesh (faces/points/edges) of generated geometry ,here is a demo i created ,a lil operator to generate index list...and made a geonode group to select faces based on that string.

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Development Status: Open

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S_W_E_N
14 Feb 2026

2 Comments

lobo_alcalino

This is dodgy when the mesh is fully generated, with no physical basis. But I do agree that a interactive selection method should exist, would facilitate very much. As of right now, a 'string selection + viewport overlays: attribute text' could do the trick. As I got this string selection method for Blender 5.0 in Blender Stack Exchange answer ( blender.stackexchange.com/questions/344887/parsing-comma-separated-values-and-ranges-into-index-selection-in-geometry-nodes/344893 )

mruzu

Great demo!

Let me add something as was part of the discussion on erindale ;) Generally, there are 2 things:

  1. Allow user to select verts/edges/polys to allow reading mesh data via python (via simple selecting - no custom code needed).

example: select some points - place there a null via script

another example: by reading data with easy selecting components in viewport we could inject into geonodes modules. For instance: Select some edges - inject into current gn group a subgroup to convert edges to curves (connected to selected node or prefilled with data we just selected - indexes or whatever the module requires).

  1. Improving workflow when we want to obtain indexes using easier for user workflow:
  • select node
  • select components compatibile with node ((alternatively click button as in S_W_E_N demo and then select)
  • autopopulate index node connected OR if there is none - click another button (or shortcut) to create index node and connect to first selected node we wanted this to be applied.

I don't think it's possible to attach here video so i'm adding link with how this functionality works in modo: In video i have 2 scripts:

  • 1st adds module to fully procedural mesh to deform it with null and falloff object
  • 2nd adds bend deformer on proecural mesh by using 1st and last vertex to determine position, orientation and length of bend.

Link to video: youtu.be/sdpIHJRDfgE