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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:04,319 --> 00:00:08,940 The Vector Math node allows us to do several operations with vectors. 2 00:00:08,940 --> 00:00:12,830 Most of the operations are identical to the ones found in the Math node, and are just 3 00:00:12,830 --> 00:00:15,750 performed on each channel independently. 4 00:00:15,750 --> 00:00:19,590 These operations can be identified by the fact that they will have the same name as 5 00:00:19,590 --> 00:00:22,250 the corresponding operation from the Math node. 6 00:00:22,250 --> 00:00:27,230 The tool-tip will also generally tell you that the operation is performed entry-wise. 7 00:00:27,230 --> 00:00:31,460 These operations basically provide a more optimal way to perform operations that we 8 00:00:31,460 --> 00:00:36,000 would otherwise have to do with a Math node for each channel independently, by separating 9 00:00:36,000 --> 00:00:38,190 and then rejoining the channels. 10 00:00:38,190 --> 00:00:42,690 Unfortunately, not all operations from the Math node are available in the Vector Math 11 00:00:42,690 --> 00:00:48,590 node, so sometimes we will still have to resort to this kind of inconvenient solution. 12 00:00:48,590 --> 00:00:52,500 We already covered some of these operations for the Math node, so we won't be looking 13 00:00:52,500 --> 00:00:57,340 at most of them again, as they are identical, except that they are applied to each channel. 14 00:00:57,340 --> 00:00:59,879 But it's worth highlighting some useful things. 15 00:00:59,879 --> 00:01:05,089 Notably, the Addition operation is identical to the Location parameter of the Vector Mapping 16 00:01:05,089 --> 00:01:06,970 node in Point mode. 17 00:01:06,970 --> 00:01:12,290 Meanwhile Subtraction, being reversed, corresponds to the Location in Texture mode. 18 00:01:12,290 --> 00:01:16,590 These are the actual operations that the Mapping node is performing under the hood. 19 00:01:16,590 --> 00:01:20,630 This is useful to know, for when we just want to move some coordinates around, without any 20 00:01:20,630 --> 00:01:24,990 need for scaling or rotation, because then we can just use a Vector Math node, which 21 00:01:24,990 --> 00:01:28,840 will keep things simpler, and save us some operations. 22 00:01:28,840 --> 00:01:33,409 Similarly, multiplication and division also correspond to a mapping operation. 23 00:01:33,409 --> 00:01:35,620 Namely scaling. 24 00:01:35,620 --> 00:01:39,530 Multiplication is the operation for scaling in point mode, and division corresponds to 25 00:01:39,530 --> 00:01:41,810 scaling in texture mode. 26 00:01:41,810 --> 00:01:46,780 Unfortunately, rotation is a bit more complicated, and doesn't have a corresponding vector math 27 00:01:46,780 --> 00:01:51,090 operation, though there is a vector rotation node, for when we just want to rotate vectors 28 00:01:51,090 --> 00:01:54,060 without other transformations. 29 00:01:54,060 --> 00:01:59,450 Other than the entry-wise math operations, the Vector Math node also has some vector-specific 30 00:01:59,450 --> 00:02:00,450 operations. 31 00:02:00,450 --> 00:02:04,410 Some of these are very useful when doing more advanced stuff with vectors, but we'll only 32 00:02:04,410 --> 00:02:07,540 need a couple of the more basic operations. 33 00:02:07,540 --> 00:02:12,100 The Scale operation is very convenient when we want to scale vectors uniformly in all 34 00:02:12,100 --> 00:02:13,100 axes. 35 00:02:13,100 --> 00:02:17,350 It works exactly like a Multiplication where all three axes are multiplied by the same 36 00:02:17,350 --> 00:02:22,389 value, so this doesn't add any functionality that we didn't already get from the Multiply 37 00:02:22,389 --> 00:02:25,220 mode, but it just adds convenience in many situations. 38 00:02:25,220 --> 00:02:31,540 And lastly, the Length operation, calculates the length or magnitude of vectors. 39 00:02:31,540 --> 00:02:35,880 When feeding it a texture coordinate, it corresponds to the distance from the origin, which is 40 00:02:35,880 --> 00:02:37,820 a spherical gradient. 41 00:02:37,820 --> 00:02:42,260 This is very useful for making round elements, and works similarly to the spherical gradient 42 00:02:42,260 --> 00:02:47,010 from the gradient node, except that the vector length has the advantage of outputting an 43 00:02:47,010 --> 00:02:51,700 infinite, unbounded gradient, while the gradient node has an output that is clamped between 44 00:02:51,700 --> 00:02:52,559 zero and one. 4703

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