vArrayAlignToMeshReplaces each point with the normal at, the position of, or a blend toward the closest mesh vertex.vArrayApplyMaskBlends Base and Modified points per point, using a mask value from 0 to 1.vArrayAttrRandomizeAdds a repeatable random offset to point coordinates or to scalar values.vArrayAttrTransferCopies scalar values from Source points to Target points and stores or applies them.vArrayAttractToMeshMoves each point toward the closest mesh vertex by a Blend amount.vArrayBooleanMaskOpsCombines two masks per index with a boolean operation and outputs a mask or points.vArrayBoundingBoxOutputs the corner points and the edges of the bounding box of a point array.vArrayCameraProjectionRotates, shifts and scales points, then projects them to 2D with a perspective divide.vArrayClampLimits every number in an array to the range from Min to Max.vArrayClampToMeshProxMoves points that are too far from, or too close to, the mesh vertices to a set distance.vArrayClassifyByMeshSplits points into inside, outside and on-surface-band outputs relative to a mesh.vArrayClosePathCloses or opens a path by adding or removing a repeated end point, with seam options.vArrayColorMapTurns a number per point into a color between Color A and Color B.vArrayConvert2D_3DRegroups the values of each array element into groups of 1, 2 or 3 values.vArrayCopyToPointsCopies a template point set onto every target point, with scale and seeded Z rotation.vArrayDisplaceValuesOffsets points by a hashed noise value, limited to a spherical falloff region.vArrayForEachIndexedOffsets, scales, rotates or randomizes points by their index or group, with optional animation.vArrayFuseClosePointsMerges points that lie within a distance of each other into one point.vArrayGridConnectBuilds edge lists for a grid of points as rows, columns, zigzags, diagonals or a border.vArrayInterpolateBlends two arrays value by value with a Progress amount and an easing curve.vArrayIteratorKeeps every Nth point of an array and skips the points in between.vArrayJitterOnMeshJumps each point randomly in the local tangent plane, then snaps it to the closest mesh vertex.vArrayLookAtOutputs a direction, Euler angles or a 9-value basis from each point toward a target.vArrayMapRescales the values of an array with min-max, z-score or norm methods.vArrayMapRangeRemaps every number in an array from its own smallest and largest value to a new range.vArrayMaskByMeshKeeps only the points whose distance to the closest mesh vertex lies between Min and Max Distance.vArrayMathApplies one of 31 math operations to every X, Y and Z value, with a number or a second array.vArrayMirrorMirrors points across a plane on the X, Y or Z axis, optionally keeping the originals.vArrayMirrorThruMeshReflects each point through the closest mesh vertex, by a Blend amount.vArrayNoiseOnMeshDisplaces points with Perlin or fractal noise along the mesh normal or in 3D.vArrayOffsetByNormalMoves each point along the normal estimated at the closest mesh vertex by Offset Distance.vArrayPackerCuts a flat array into groups of a chosen size.vArrayParallelOffsetBuilds parallel copies of a path at fixed distances on both sides.vArrayPathFrameBuilds a tangent, normal and binormal frame at every point of a path.vArrayPathTwistRotates the normal and binormal of path frames around the tangent by an angle per point.vArrayPathWidthMapWrites a width for every point of a path, driven by index, distance or your own numbers.vArrayPerlin3NoiseReplaces every number of an array with a Perlin or fractal noise value.vArrayPointAttractorPulls points toward, or pushes them away from, an attractor position within a radius.vArrayPointAttractorSpringAttracts or repels points with a spring-damper simulation that keeps its speed between frames.vArrayPointsConnectJoins two point arrays into one path, alternating or appending, with an optional closing point.vArrayPointsOnArcBuilds an arc of points between each pair of consecutive input points.vArrayProfileTransformScales, mirrors, rotates and moves a 2D profile in X and Y.vArrayProjectProjects points onto a plane, a sphere or a cylinder, with a Blend amount.vArrayProjectOnMeshMoves each point to the closest mesh vertex, with an offset, a blend and a distance limit.vArrayRampMapTurns a number per point into a color from a ramp of four color stops.vArrayRaycastToMeshCasts a ray from each point and moves it to the nearest mesh vertex that the ray passes close to.vArrayRelaxOnMeshMoves each point toward the average of its 6 nearest points, then snaps it to the closest mesh vertex.vArrayRepeatRepeats a point array Copies times, each copy scaled, rotated around Z and moved a step more.vArrayRepeatTransformRepeats an array in a line, circle, spiral or grid, with transforms spread across the copies.vArrayResamplePathResamples a path to an even number of points or an even spacing, with optional smoothing.vArrayReverseReverses the order of an array, or of a range of it, by index.vArrayRippleDisplacerDisplaces points with a moving wave and writes five copies with different time offsets.vArrayRotateValuesCycles the elements of an array forward or backward by a number of positions.vArrayScaleFromMeshScales the vector from the closest mesh vertex to each point by a multiplier.vArrayScatterInstOnMeshStamps a template point cloud at every mesh vertex or given position, tilted to the normal.vArraySinReplaces every coordinate with an amplitude-scaled sine or cosine of the coordinate.vArraySlideOnMeshMoves each point in a direction, then snaps it to the closest mesh vertex.vArraySnapFaceCentroidMoves each point toward the closest patch point of a mesh, by a Blend amount.vArraySnapMeshVertexMoves each point to the closest mesh vertex, patch point or sample, by a Blend amount.vArraySortByDistanceReorders points into a nearest-neighbor chain that starts at the first point.vArraySortByMeshProxSorts points by their distance to the closest mesh vertex, and can pull them toward it.vArrayTangentVectorBuilds a tangent vector at each path point and outputs the start, end or flipped end points.vArrayTextWrapJoins the text of an array and wraps it to a line length, as one string or as a list of lines.vArrayTranslateAdds an XYZ offset to every point, then multiplies it by a scale.vArrayTrimByMeshBoundsDrops or clamps points that lie outside the bounding box of a mesh or of a second point array.vArrayUnPackerFlattens an array of lists and deals its values out to one to four arrays in turn.vArrayWaveMoves points along a direction by a time-based wave, with a delay per point.vArrayWeightByMeshProxOutputs a 0 to 1 weight per point from its distance to the closest mesh vertex.vArrayWeightMapTurns a value per index into a normalized weight, and can apply it to points.
vArrayAlignToMeshReplaces each point with the normal at, the position of, or a blend toward the closest mesh vertex.
vArrayAttrTransferCopies scalar values from Source points to Target points and stores or applies them.
vArrayBooleanMaskOpsCombines two masks per index with a boolean operation and outputs a mask or points.
vArrayCameraProjectionRotates, shifts and scales points, then projects them to 2D with a perspective divide.
vArrayClampToMeshProxMoves points that are too far from, or too close to, the mesh vertices to a set distance.
vArrayClassifyByMeshSplits points into inside, outside and on-surface-band outputs relative to a mesh.
vArrayCopyToPointsCopies a template point set onto every target point, with scale and seeded Z rotation.
vArrayForEachIndexedOffsets, scales, rotates or randomizes points by their index or group, with optional animation.
vArrayGridConnectBuilds edge lists for a grid of points as rows, columns, zigzags, diagonals or a border.
vArrayJitterOnMeshJumps each point randomly in the local tangent plane, then snaps it to the closest mesh vertex.
vArrayMapRangeRemaps every number in an array from its own smallest and largest value to a new range.
vArrayMaskByMeshKeeps only the points whose distance to the closest mesh vertex lies between Min and Max Distance.
vArrayMathApplies one of 31 math operations to every X, Y and Z value, with a number or a second array.
vArrayOffsetByNormalMoves each point along the normal estimated at the closest mesh vertex by Offset Distance.
vArrayPathTwistRotates the normal and binormal of path frames around the tangent by an angle per point.
vArrayPathWidthMapWrites a width for every point of a path, driven by index, distance or your own numbers.
vArrayPointAttractorPulls points toward, or pushes them away from, an attractor position within a radius.
vArrayPointAttractorSpringAttracts or repels points with a spring-damper simulation that keeps its speed between frames.
vArrayPointsConnectJoins two point arrays into one path, alternating or appending, with an optional closing point.
vArrayProjectOnMeshMoves each point to the closest mesh vertex, with an offset, a blend and a distance limit.
vArrayRaycastToMeshCasts a ray from each point and moves it to the nearest mesh vertex that the ray passes close to.
vArrayRelaxOnMeshMoves each point toward the average of its 6 nearest points, then snaps it to the closest mesh vertex.
vArrayRepeatRepeats a point array Copies times, each copy scaled, rotated around Z and moved a step more.
vArrayRepeatTransformRepeats an array in a line, circle, spiral or grid, with transforms spread across the copies.
vArrayResamplePathResamples a path to an even number of points or an even spacing, with optional smoothing.
vArrayRippleDisplacerDisplaces points with a moving wave and writes five copies with different time offsets.
vArrayScatterInstOnMeshStamps a template point cloud at every mesh vertex or given position, tilted to the normal.
vArraySnapMeshVertexMoves each point to the closest mesh vertex, patch point or sample, by a Blend amount.
vArraySortByMeshProxSorts points by their distance to the closest mesh vertex, and can pull them toward it.
vArrayTangentVectorBuilds a tangent vector at each path point and outputs the start, end or flipped end points.
vArrayTextWrapJoins the text of an array and wraps it to a line length, as one string or as a list of lines.
vArrayTrimByMeshBoundsDrops or clamps points that lie outside the bounding box of a mesh or of a second point array.
vArrayWeightByMeshProxOutputs a 0 to 1 weight per point from its distance to the closest mesh vertex.