Vector Math Node
![Vector Math Node.](../../../_images/node-types_ShaderNodeVectorMath.webp)
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.
- Vector
Input vector \(A = \begin{pmatrix} A_x \\ A_y \\ A_z \end{pmatrix}\).
- Vector
Input vector \(B = \begin{pmatrix} B_x \\ B_y \\ B_z \end{pmatrix}\).
- Scale
Input Scale \(s\).
Eigenschaften
- Operation
The vector math operator to be applied on the input vectors.
- Add
The sum of A and B. \(\begin{pmatrix} A_x + B_x \\ A_y + B_y \\ A_z + B_z \end{pmatrix}\)
- Subtract
The difference between A and B. \(\begin{pmatrix} A_x - B_x \\ A_y - B_y \\ A_z - B_z \end{pmatrix}\)
- Multiply
The entrywise product of A and B. \(\begin{pmatrix} A_x \cdot B_x \\ A_y \cdot B_y \\ A_z \cdot B_z \end{pmatrix}\)
- Divide
The entrywise division of A by B. Division by zero results in zero. \(\begin{pmatrix} A_x / B_x \\ A_y / B_y \\ A_z / B_z \end{pmatrix}\)
- Multiply Add
The entrywise combination of the multiply and addition operations. \(A * B + C\)
- Cross Product
The cross product of A and B. \(\begin{pmatrix} A_y \cdot B_z - A_z \cdot B_y \\ A_z \cdot B_x - A_x \cdot B_z \\ A_x \cdot B_y - A_y \cdot B_x \end{pmatrix}\)
- Project
The projection of A onto B.
- Reflect
The reflection of A around the normal B. B need not be normalized.
- Refract
For a given incident vector A, surface normal B and ratio of indices of refraction (IOR), refract outputs the refraction vector R.
- Faceforward
Orients a vector A to point away from a surface B as defined by its normal C. Computes \((dot(B, C) < 0) ? A : -A\).
- Dot Product
The dot product of A and B. \(A_x \cdot B_x + A_y \cdot B_y + A_z \cdot B_z\)
- Distance
The distance between A and B.
- Length
The length of A. \(\sqrt{A_x^2 + A_y^2 + A_z^2}\)
- Scale
The result of multiplying A by the scalar input Scale. \(\begin{pmatrix} s \cdot A_x \\ s \cdot A_y \\ s \cdot A_z \end{pmatrix}\)
- Normalize
The result of normalizing A. The result vector points to the same direction as A and has a length of 1. If A is (0, 0, 0), the result is (0, 0, 0) as well.
- Wrap
Wrap.
- Snap
The result of rounding A to the largest integer multiple of B less than or equal A.
- Floor
The entrywise floor of A.
- Ceil
The entrywise ceiling of A.
- Modulo
The entrywise modulo of A by B.
- Fraction
The fractional part of A.
- Absolute
The entrywise absolute value of A.
- Minimum
The entrywise minimum from A and B.
- Maximum
The entrywise maximum from A and B.
- Sine
The entrywise Sine of A.
- Cosine
The entrywise Cosine of A.
- Tangent
The entrywise Tangent of A.
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 has a scalar output while the Add operator has a vector output.
- Vector
Output vector.
- Wert
Output value.