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You can use the arrow dropdown menu to create a copy of the already painted vertex group, mirror it if necessary, delete the target vertex group and rename the copy as the deleted target.


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I've asked in the comment if you mean Bevel instead of Normal weight because bevel is quite easy. If you have edges with different bevel weights, e.g. 1.0, 0.5 and 0.25 while some have 0, and you want to select all with some bevel weight, whatever high it may be, you could try to select one with i.e. 0.5 and then use Select > Select Similar > Bevel. ...


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It's there, alright.. (Edge Mode), ShiftG Select Similar > Bevel. You can set the epsilon in the F9 'Adjust Last Operation' panel.


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Since Geometry Nodes, certainly in 2.93, you can reference any GeoNodes attribute in the 'Attribute' input to a shader tree. Strangely, I don't think you can get at a vertex-group directly (yet). You can do it by transferring the weights to an attribute created in the GeoNode tree. (e.g.) Attribute Fill your chosen name with 0, and Attribute Math add the ...


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So, after some digging, I've determined that the answer is effectively "no", most likely for the reasons above; but it's also redundant. You can easily simply UV-unwrap, and then texture paint any number of textures to carry your data in an R, G, B, or A channel; then reference the channel in the material. Or, given that your mesh is fine enough ...


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