Flexible inputs!
Blender could have a lot more flexibility if the end user could specify any data source in an attribute input's textbox, for example group inputs on a geometry modifier's UI; Rather than only being able to use a static value (float, int, vector) or an attribute (vertex group, vertex colour, UVMap), the user could specify any data source that could be mapped by position or UV. Data sources could be image, procedural textures, or even audio files (index = time * value = level), etc.
If the user provides a float for a vector, then all three values would be equal, and if they provide a vector where a float is expected inside the group, then it would just use the average or specified vector index (for example specifying an rgb image for a float input)
At the moment in geometry nodes, if the tool designer wants a parameter to be able to accept data from different data source types, then they have to create a lot of nodes and switches internally, and then expose all of them to the front end (even though only one can be used at any one time).
With this design there's less work for the creator, less clutter on the modifier interface, and more flexibility for the end user.
Win win win. It’s all just data, so it shouldn’t matter what’s providing it (as long as it can be mapped)
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