Creating attributes
An attribute is a number computed for every vertex or triangle — roughness, dip, curvature, intensity, height above a datum. Colouring a model by one is often the difference between a face that looks like uniform rock and one where bedding, fractures and weathering separate cleanly.
Attributes are computed from the object's context menu, and VRGS carries a large suite of them. They matter twice over: they make manual interpretation easier by enhancing what you are trying to see, and they are the input to the automated methods — classification, automatic structural mapping, fracture detection — which have nothing to work with unless the information is in an attribute first.
The Charts panel plots the active attribute's distribution, and dragging on the histogram filters what the 3D view shows. It is the quickest way to find out whether an attribute is telling you anything.
See Attributes for the full list and what each one measures.