Skip to main content
Documentation
Node Editor

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.

NameTypeRangeDefault
VectorVectorvec[0, 0, 0]

Outputs: Vector with all positive values.

NameTypeRange
VectorVector≥0

Angle Between Vectors

Finds the angle between two directions. 0° when parallel, 90° when perpendicular, 180° when opposite.

Inputs: Two direction vectors.

NameTypeRangeDefault
Vector AVectorvec[0, 0, 0]
Vector BVectorvec[0, 0, 0]

Outputs: Angle in degrees.

NameTypeRange
NumberNumberany

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.

NameTypeRangeDefault
XNumberany0
YNumberany0
ZNumberany0

Outputs: Combined 3D position.

NameTypeRange
VectorVectorvec

Cross Product

Creates a direction perpendicular to two input directions. Useful for rotations and orientation calculations.

Inputs: Two directions.

NameTypeRangeDefault
Vector AVectorvec[0, 0, 0]
Vector BVectorvec[0, 0, 0]

Outputs: Direction perpendicular to both inputs.

NameTypeRange
VectorVectorvec

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.

NameTypeRangeDefault
Vector AVectorvec[0, 0, 0]
Vector BVectorvec[0, 0, 0]

Outputs: Distance (always positive).

NameTypeRange
NumberNumberany

Dot Product

Measures how aligned two directions are. Returns positive when pointing similarly, negative when opposite, zero when perpendicular.

Inputs: Two directions or positions.

NameTypeRangeDefault
Vector AVectorvec[1, 0, 0]
Vector BVectorvec[0, 1, 0]

Outputs: Alignment value (positive = same direction, negative = opposite).

NameTypeRange
NumberNumberany

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.

NameTypeRangeDefault
VectorVectorvec[1, 0, 0]

Outputs: Distance from origin (always positive).

NameTypeRange
NumberNumber≥0

Reflect

Bounces a direction off a surface like a mirror. Useful for creating reflection effects.

Inputs: Incoming direction and surface orientation.

NameTypeRangeDefault
IncidentVectorvec[1, 0, 0]
NormalVectorvec[0, 1, 0]

Outputs: Bounced direction.

NameTypeRange
VectorVectorvec

Refract

Bends a direction as it passes through a surface, like light through glass or water.

Inputs: Incoming direction, surface orientation, and bending strength.

NameTypeRangeDefault
IncidentVectorvec[1, 0, 0]
NormalVectorvec[0, 1, 0]
EtaNumberany1.5

Outputs: Bent direction.

NameTypeRange
VectorVectorvec

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.

NameTypeRangeDefault
VectorVectorvec[0.5, 0.5, 0.5]
MinVectorvec[0, 0, 0]
MaxVectorvec[1, 1, 1]

Outputs: Vector with smooth 0-1 transitions.

NameTypeRange
VectorVectorvec

Split Vector

Separates a position into its X, Y, Z parts. Use to work with individual coordinates.

Inputs: A 3D position.

NameTypeRangeDefault
VectorVectorvec[0.5, 0.5, 0.5]

Outputs: Separate X, Y, Z values.

NameTypeRange
XNumberany
YNumberany
ZNumberany

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.

NameTypeRangeDefault
ScalarNumberany1

Outputs: A vector with that number on X, Y, and Z.

NameTypeRange
VectorVectorvec