Vector Nodes
Vector mathematics including dot product, cross product, normalization, and component operations.
Vector mathematics including dot product, cross product, normalization, and component operations.
This category contains 12 nodes.
Nodes
Absolute Vector
Makes all components positive. Applies absolute value to X, Y, and Z separately.
Inputs: 3D vector.
| Name | Type | Range | Default |
|---|---|---|---|
| Vector | Vector | vec | [0, 0, 0] |
Outputs: Vector with all positive values.
| Name | Type | Range |
|---|---|---|
| Vector | Vector | ≥0 |
Angle Between Vectors
Finds the angle between two directions. 0° when parallel, 90° when perpendicular, 180° when opposite.
Inputs: Two direction vectors.
| Name | Type | Range | Default |
|---|---|---|---|
| Vector A | Vector | vec | [0, 0, 0] |
| Vector B | Vector | vec | [0, 0, 0] |
Outputs: Angle in degrees.
| Name | Type | Range |
|---|---|---|
| Number | Number | any |
Combine Vector
Builds a position from separate X, Y, Z values. Use when you need to construct or modify individual coordinates.
Inputs: X, Y, Z coordinate values.
| Name | Type | Range | Default |
|---|---|---|---|
| X | Number | any | 0 |
| Y | Number | any | 0 |
| Z | Number | any | 0 |
Outputs: Combined 3D position.
| Name | Type | Range |
|---|---|---|
| Vector | Vector | vec |
Cross Product
Creates a direction perpendicular to two input directions. Useful for rotations and orientation calculations.
Inputs: Two directions.
| Name | Type | Range | Default |
|---|---|---|---|
| Vector A | Vector | vec | [0, 0, 0] |
| Vector B | Vector | vec | [0, 0, 0] |
Outputs: Direction perpendicular to both inputs.
| Name | Type | Range |
|---|---|---|
| Vector | Vector | vec |
Distance Between Vectors
Measures how far apart two positions are, across all three axes. Useful for proximity effects like glows or falloffs from a center point. Because Z counts, a shape laid on a fixed depth is only near the fixtures sharing that depth: on a rig with depth, project onto XY first.
Inputs: Two positions to measure between. All three components of each are read.
| Name | Type | Range | Default |
|---|---|---|---|
| Vector A | Vector | vec | [0, 0, 0] |
| Vector B | Vector | vec | [0, 0, 0] |
Outputs: Distance (always positive).
| Name | Type | Range |
|---|---|---|
| Number | Number | any |
Dot Product
Measures how aligned two directions are. Returns positive when pointing similarly, negative when opposite, zero when perpendicular.
Inputs: Two directions or positions.
| Name | Type | Range | Default |
|---|---|---|---|
| Vector A | Vector | vec | [1, 0, 0] |
| Vector B | Vector | vec | [0, 1, 0] |
Outputs: Alignment value (positive = same direction, negative = opposite).
| Name | Type | Range |
|---|---|---|
| Number | Number | any |
Length
How long a vector is: the distance from the origin (0,0,0) to the point. Also called magnitude. Useful for radial effects.
Inputs: A position or direction.
| Name | Type | Range | Default |
|---|---|---|---|
| Vector | Vector | vec | [1, 0, 0] |
Outputs: Distance from origin (always positive).
| Name | Type | Range |
|---|---|---|
| Number | Number | ≥0 |
Reflect
Bounces a direction off a surface like a mirror. Useful for creating reflection effects.
Inputs: Incoming direction and surface orientation.
| Name | Type | Range | Default |
|---|---|---|---|
| Incident | Vector | vec | [1, 0, 0] |
| Normal | Vector | vec | [0, 1, 0] |
Outputs: Bounced direction.
| Name | Type | Range |
|---|---|---|
| Vector | Vector | vec |
Refract
Bends a direction as it passes through a surface, like light through glass or water.
Inputs: Incoming direction, surface orientation, and bending strength.
| Name | Type | Range | Default |
|---|---|---|---|
| Incident | Vector | vec | [1, 0, 0] |
| Normal | Vector | vec | [0, 1, 0] |
| Eta | Number | any | 1.5 |
Outputs: Bent direction.
| Name | Type | Range |
|---|---|---|
| Vector | Vector | vec |
Smooth Step Vector
Smooth fade between two edges for each axis. Creates soft transitions without hard cutoffs.
Inputs: Vector to fade, and the Min/Max edges of the transition, per axis. Same port names and meaning as the scalar Smoothstep.
| Name | Type | Range | Default |
|---|---|---|---|
| Vector | Vector | vec | [0.5, 0.5, 0.5] |
| Min | Vector | vec | [0, 0, 0] |
| Max | Vector | vec | [1, 1, 1] |
Outputs: Vector with smooth 0-1 transitions.
| Name | Type | Range |
|---|---|---|
| Vector | Vector | vec |
Split Vector
Separates a position into its X, Y, Z parts. Use to work with individual coordinates.
Inputs: A 3D position.
| Name | Type | Range | Default |
|---|---|---|---|
| Vector | Vector | vec | [0.5, 0.5, 0.5] |
Outputs: Separate X, Y, Z values.
| Name | Type | Range |
|---|---|---|
| X | Number | any |
| Y | Number | any |
| Z | Number | any |
Uniform Vector
Copies one number into all three axes. Use it wherever a vector port needs a single uniform value, instead of wiring the same number into Combine Vector three times.
Inputs: One number.
| Name | Type | Range | Default |
|---|---|---|---|
| Scalar | Number | any | 1 |
Outputs: A vector with that number on X, Y, and Z.
| Name | Type | Range |
|---|---|---|
| Vector | Vector | vec |