View & accessibility
Thumbnails
Motion
Bforartists
5.1
Editors

Add Menu - Utilities - Vector

Here you find mainly nodes for vector data manipulation.

5
 min read
Up to date for 
5.1
draft

Add menu - Utilities - Vector

Add menu - Utilities - Vector
Add menu - Utilities - Vector

Here you find mainly nodes for vector data manipulation.

Combine XYZ

Combine XYZ

Same as with Combine RGB node. It combines color values. But instead combining rgb values, which are in the range of 0 to 255, it uses values in the range from 0 to 1.

EntryWhat it does
InputX Y and Z: X, Y and Z values.
OutputColor: Color output.

Map Range

Map Range

This node allows to convert (map) an input value range into a destination range. By default, values outside the specified input range will be proportionally mapped as well. This node is similar to Map Value node but provides a more intuitive way to specify the desired output range.

EntryWhat it does
UsageOne important use case is to easily map the original range of the Z-depth channel to a more usable range (i.e: 0.0 - 1.0) for use as a matte for colorization or filtering operations.
InputsThis chapter deals with the input type Float. The same node exists in the Math menu too. With preselected type Float. · Vector: Standard vector input. · From Min/Max: Vector 3 of the Start/End of the input value range. · To Min/Max: Vector 3 of the Start/End of the destination range. · Steps: The amount of steps. Note: Only shows when using the Stepped Linear interpolation type.

Properties

Properties
Data Type

Selects between float or vector values to map the range.

Interpolation Type
Interpolation Type

Selects between a linear, stepped linear, smooth step or smoother step interpolation types.

Clamp

Clamps values to Min/Max of the destination range.

Outputs

vector

Standard value output.

Mix Vector

Mix Vector

The Mix Vector node blends two vector inputs using a specified factor. It’s useful for compositing tasks that involve motion vectors, directional effects, or spatial blending, offering precise control over how two sets of vector data are combined

Inputs

EntryWhat it does
FactorControls the amount of influence the node exerts on the output result.
Value AThe back value.
Value BThe top value.
Properties
Data Type

Set to Vector, indicating the node mixes vector values.

Factor Mode

The method of mixing.

  • Uniform: A single float controls the mix across all vector components.
  • Non-Uniform: A vector input controls the mix per component (X, Y, Z).
Clamp Factor

Limit the highest color value to not exceed 1.

Outputs

Result

Vector output.

Separate XYZ

Separate XYZ

Same as with Separate RGB node. It separates color values. But instead separating rgb values, which are in the range of 0 to 255, it uses a vector with the values in the range from 0 to 1.

EntryWhat it does
InputVector: The Input vector.
OutputX, Y and Z: The output vectors for X, Y and Z

Radial Tiling

Radial Tiling

Transform coordinate system for radial tiling.

EntryWhat it does
InputVector: Vector 2 input · Sides: Number of angular segments for tiling. A non integer value results in an irrgeluar segment. · Roundness: Roundness of the segment coordindates system.
PropertiesNormalize: Normalize the X coordinate of the segment coordinates output to a [ 0 / 1 ] interval and offset the Y coordinate into a [0, infinity] interval. This stretches the textures to fit into each angular segment. Else they are cropped.

Vector Curves

Vector Curves

The Vector Curves node maps an input vector components to a curve.

Inputs

In the shader context the node also has an additional Factor property.

Vector

Standard vector 3 input.

Properties

Channel
Channel buttons
Channel buttons

X, Y, Z. Clicking on one of the channels displays the curve for each.

Curve edit field

Create and tweak a Bezier curve that varies the input levels (X axis) to produce an output level (Y axis).

Selecting Points
Selecting Points

You can select curve points. This reveals two edit boxes for the x and y coordinate of this point.

Selected points can be moved around. Left click at them, hold the mouse button down and move them to a new location.

Adding Points
Adding Points

You can add new curve points by simply left clicking at the curve. Move the mouse to position them where you need it.

Zoom in and out

The two buttons with the magnifying glass at it zooms in and out in the curve window.

Clipping options
Clipping options

Clipping options. Set up clipping for the stroke.

Tools
Tools

Tools is a menu where you can find some curve related tools.

EntryWhat it does
Reset ViewResets the curve windows zoom.
Extend horizontalExtends the curve before the first curve point and behind the last curve point horizontally.
Extend extrapolatedExtends the curve before the first curve point and behind the last curve point extrapolated.
Reset CurveResets the curve to the initial shape.
Vector Handle
Vector Handle

Set handle type to Vector.

EntryWhat it does
Auto HandleSet handle type to Auto.
Auto Clamped HandleSet handle type to Auto Clamped.
X / Y positionThe x y coordinate of the selected curve point. The range goes from -1 to +1
Delete PointsDeletes selected curve points.

Outputs

Vector

Standard vector 3 output.

Vector Math

Vector Math

The Vector Math Node performs math operations.

Inputs

EntryWhat it does
VectorFirst numerical value. The trigonometric functions accept values in radians.
VectorSecond numerical value. This value is not used in functions that accept only one parameter like the trigonometric functions, Round and Absolute.

Properties

Properties
Operation

Here you can choose what mathematical operation to perform.

Outputs

Value

Numerical value output.

Vector Rotate

Vector Rotate

The Vector Rotate node rotates a vector around a specified axis and center point. It’s useful for compositing tasks involving directional transformations, such as rotating motion vectors, normals, or custom vector fields

Inputs

EntryWhat it does
VectorThe input vector to be rotated.
CenterThe pivot point around which the vector is rotated.
AxisThe axis of rotation, defined as am XYZ based 3D vector
AngleThe amount of rotation in degrees.

Properties

Type
Type

Determines the rotation method.

  • Axis Angle: Rotates around a custom axis by a specified angle.
  • **X/Y/Z Axis: **Rotates the vector around the X/Y/Z-axis.
  • **Euler: **Applies rotation using Euler angles in XYZ order.
Invert

When enabled, reverses the direction of the rotation.

Outputs

Vector

The rotated vector result.