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Add Menu - Utilities - Vector

This menu contains nodes that deals with vector data.

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Add menu - Utilities - Vector

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

This menu contains nodes that deals with vector data.

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

The Map Range node remaps a value from a range to a target range.

Inputs

EntryWhat it does
ValueThe input value to be remapped.
From MinThe lower bound of the range to remap from.
From MaxThe higher bound of the range to remap from.
To MinThe lower bound of the target range.
To MaxThe higher bound of the target range.

Properties

Interpolation Type
Interpolation Type
EntryWhat it does
LinearLinear interpolation between From Min and From Max values.
Stepped LinearStepped linear interpolation between From Min and From Max values.
Smooth StepSmooth Hermite edge interpolation between From Min and From Max values.
Smoother StepSmoother Hermite edge interpolation between From Min and From Max values.
Clamp

If enabled, the output is clamped to the target range.

Outputs

Result

The input value after remapping.

Mix Vector

Mix Vector

A mix node with vector preselected.

Input

Input
Float
EntryWhat it does
FactorThe mix factor.
AFloat value A input.
BFloat value B input.
Vector
Factor mode Uniform
Factor mode Uniform
EntryWhat it does
FactorThe mix factor.
AVector A input.
BVector B input.
Factor mode Non Uniform
Factor mode Non Uniform
Factor mode Non Uniform
EntryWhat it does
FactorThe vector mix factor.
AVector A input.
BVector B input.
Color
Color
EntryWhat it does
FactorThe mix factor.
AColor A input.
BColor B input.

Properties

Data Type
Data Type

Which mode to use.

Float mode
Float mode

Clamp Factor

Clamp the factor to 0-1 range.

Vector mode
Vector mode

Factor mode

Factor mode

Uniform or non uniform factor.

Clamp Factor

Clamp the factor to 0-1 range.

Color mode
Color mode
EntryWhat it does
Blending modeWhat blending mode to use for the color.
Clamp ResultClamp the result to 0-1 range.
Clamp FactorClamp the input factor to 0-1 range.

Output

Result

The output value or vector.

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

Mapping

Mapping

The Mapping node transforms the input vector by applying translation, rotation, and scaling.

Inputs

The inputs of the node are dynamic. In particular, the Location input is only available in the Texture and Point vector types.

EntryWhat it does
VectorThe vector to be transformed.
LocationThe amount of translation along each axis.
RotationThe amount of rotation along each axis. XYZ order.
ScaleThe amount of scaling along each axis.

Properties

Vector type
Vector type

The node applies the transformation differently depending on the semantic type of the input vector.

Point

For this vector type, the node performs a straightforward transformation.

Transforming a texture coordinates is analogous to transforming a UV map. For instance, translating the texture coordinates along the positive X axis would result in the evaluated texture to move in the negative X axis, much like if one translated a UV map. Similarly, scaling the texture coordinates up would result in the evaluated texture to scale down. So transforming the texture coordinates would appear to have the opposite effect on the evaluated texture.

The order of transformation is: Scale –> Rotate –> Translate, which means:

Translation moves the input along the local rotation axis.

Rotation rotates the input around the origin of the space.

Scaling scales the input along the global axis.

Texture

For this vector type, the node performs an inverse transformation.

Inverse transforming a texture coordinates would, as opposed to the Point type, transform the evaluated texture itself. For instance, translating the texture coordinates along the positive X axis would result in the evaluated texture to move in the positive X axis, as one would expected. Similarly, scaling the texture coordinates up would result in the evaluated texture to scale up, as one would expect.

The order of transformation is: Translate –> Rotate –> Scale, which means:

Translation moves the input along the global axis.

Rotation rotates the input around the translation vector.

Scaling scales the input along the local rotation axis.

EntryWhat it does
VectorFor this vector type, a Point transformation is performed, but with zero translation.
NormalFor this vector type, the node performs the inverse transpose of the transformation and normalize the result. Such transformation ensures correct normals after non-uniform scaling. So this type should be used when transforming normals.

Outputs

Vector

The input vector after transformation.

Normal

Normal

The Normal node generates a normal vector and a dot product.

EntryWhat it does
InputsNormal: Normal vector input.
PropertiesNormal Direction: To manually set a fixed normal direction vector. LMB click and drag on the sphere to set the direction of the normal. Holding Ctrl while dragging snaps to 45 degree rotation increments.

Outputs

EntryWhat it does
NormalNormal vector output.
DotDot product output. The dot product is a scalar value. If two normals are pointing in the same direction the dot product is 1. If they are perpendicular the dot product is zero (0). If they are anti parallel (facing directly away from each other) the dot product is -1.

Radial Tiling

Radial Tiling
EntryWhat it does
InputsVector: Input vector. · Sides: Number of angular elements for tiling. · Roundness: Roundness of the segment coordinate system.
PropertiesNormalize: Normalize the output to a 0/1 range.

Outputs

EntryWhat it does
Segment CoordinatesSegment coordinates for texture mapping.
Segment IDUnique ID for every segment.
Segment WidthThe width of each segment.
Segment RotationThe rotation of each segment.

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.

EntryWhat it does
FactorControls the amount of influence the node exerts on the output vector.
VectorStandard vector 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.

The navigation elements at the top are described from left to right.

Zoom in and out

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

Clipping

Clipping

Clipping options.

Tools
Tools

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

Reset View

Resets the curve windows zoom.

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 / YThe x and y position of the currently selected curve point.
Delete PointsDelete the currently selected curve point.

Outputs

Vector

Standard vector output.

Vector Math

Vector Math

The Vector Math node performs the selected math operation on the input vectors.

Inputs

The inputs of the node are dynamic. Some inputs are only available in certain operations. For instance, the Scale input is only available in the Scale operator.

EntryWhat it does
VectorInput vector A.
VectorInput vector B.
ScaleInput Scale.

Properties

Operation
Operation

The vector math operator to be applied on the input vectors.

Outputs

The output of the node is dynamic. It is either a vector or a scalar depending on the operator. For instance, the Length operator have a scalar output while the Add operator have a vector output.

EntryWhat it does
VectorOutput vector.
ValueOutput value.

Vector Rotate

Vector Rotate

This node provides the ability to rotate a vector around a center point using either Axis Angle, Single Axis or Euler methods.

Inputs

EntryWhat it does
VectorThe input vector.
CenterThe center for the rotation.
AxisThe axis angles.
AngleThe rotation angle.

Properties

Type
Type

The rotation type.

Invert

Invert the angle

Outputs

Vector

The output vector

Vector Transform

Vector Transform

The Vector Transform node allows converting a vector, point, or normal between world and camera and object coordinate space.

Inputs

Vector Input

Standard vector input.

Properties

Type

Specifies the input/output type.

Vector, Point, Normal.

Convert From
Convert From

Coordinate Space to convert from World, Object or Camera.

Convert To
Convert To

Coordinate Space to convert to World, Object or Camera.

Outputs

Vector Output

The transformed output vector.