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The Vector Math node allows us to do several
operations with vectors.
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Most of the operations are identical to the
ones found in the Math node, and are just
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performed on each channel independently.
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These operations can be identified by the
fact that they will have the same name as
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the corresponding operation from the Math
node.
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The tool-tip will also generally tell you
that the operation is performed entry-wise.
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These operations basically provide a more
optimal way to perform operations that we
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would otherwise have to do with a Math node
for each channel independently, by separating
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and then rejoining the channels.
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Unfortunately, not all operations from the
Math node are available in the Vector Math
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node, so sometimes we will still have to resort
to this kind of inconvenient solution.
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We already covered some of these operations
for the Math node, so we won't be looking
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at most of them again, as they are identical,
except that they are applied to each channel.
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But it's worth highlighting some useful things.
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Notably, the Addition operation is identical
to the Location parameter of the Vector Mapping
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node in Point mode.
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Meanwhile Subtraction, being reversed, corresponds
to the Location in Texture mode.
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These are the actual operations that the Mapping
node is performing under the hood.
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This is useful to know, for when we just want
to move some coordinates around, without any
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need for scaling or rotation, because then
we can just use a Vector Math node, which
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will keep things simpler, and save us some
operations.
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Similarly, multiplication and division also
correspond to a mapping operation.
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Namely scaling.
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Multiplication is the operation for scaling
in point mode, and division corresponds to
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scaling in texture mode.
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Unfortunately, rotation is a bit more complicated,
and doesn't have a corresponding vector math
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operation, though there is a vector rotation
node, for when we just want to rotate vectors
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without other transformations.
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Other than the entry-wise math operations,
the Vector Math node also has some vector-specific
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operations.
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Some of these are very useful when doing more
advanced stuff with vectors, but we'll only
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need a couple of the more basic operations.
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The Scale operation is very convenient when
we want to scale vectors uniformly in all
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axes.
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It works exactly like a Multiplication where
all three axes are multiplied by the same
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value, so this doesn't add any functionality
that we didn't already get from the Multiply
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mode, but it just adds convenience in many
situations.
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And lastly, the Length operation, calculates
the length or magnitude of vectors.
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When feeding it a texture coordinate, it corresponds
to the distance from the origin, which is
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a spherical gradient.
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This is very useful for making round elements,
and works similarly to the spherical gradient
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from the gradient node, except that the vector
length has the advantage of outputting an
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infinite, unbounded gradient, while the gradient
node has an output that is clamped between
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zero and one.
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