Attribute Vector Math Node
This node is considered legacy and will be removed in Blender 4.0.
Please use the Vector Math Node instead.
Modify an attribute with a math operation.
Standard geometry input.
- A, B, C
The inputs to the math operations. Depending on the operation one, two, or all three of the inputs will be used. The attribute types are all vectors of three values, except for the Scale operation, where the second input uses a float type.
The name of the attribute where the computed result is stored. A new attribute with that name is added if it does not exist yet. If it does exist, the values of the existing attribute are overridden.
The math function to perform.
The sum of A and B.
The difference between A and B.
The entrywise product of A and B. \((A.x * B.x, A.y * B.y, A.z * B.z)\)
The entrywise division of A by B. Division by zero results in zero. \((A.x / B.x, A.y / B.y, A.z / B.z)\)
- Multiply Add
The entrywise combination of the multiply and addition operations. \(A * B + C\)
- Cross Product
The cross product of A and B.
The projection of A onto B.
The reflection of A around the normal B. B need not be normalized.
For a given incident vector A, surface normal B and ratio of indices of refraction (IOR) refract outputs the refraction vector R.
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.
The distance between A and B.
The length of A.
The result of multiplying A by the scalar input Scale.
The result of normalizing A.
The result of rounding A to the largest integer multiple of B less than or equal A.
The entrywise floor of A.
The entrywise ceiling of A.
The entrywise modulo of A by B.
The fractional part of A.
The entrywise absolute value of A.
The entrywise minimum from A and B.
The entrywise maximum from A and B.
The entrywise Sine of A.
The entrywise Cosine of A.
The entrywise Tangent of A.
Attributes are converted implicitly to the input data type.
- A, B, C
A text field to input an attribute name.
The input is a vector of three float numbers.
Standard geometry output.
Here are nodes to move points along the normals of a mesh or points from the Point Distribute node. First the normal attribute is moved to the point domain. Then it is normalized, the length is changed, and it is added to the position. The Factor input could instead be an attribute to vary the displacement per point.