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Math functions perform basic math equations on the values of pixels within a texture.
Math Functions
The following is a list of all the functions found in the Math category.
Add Components
The AddComponents function takes in a Vector2, a Vector3, or a Vector4, combines their components together and then outputs the result. You must use the appropriate output for the corresponding input. For example, if you input an image into f3 (Vector3) , then you must use the f3 output.
Item |
Description |
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Inputs |
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f2 (Vector2) |
Takes in a Vector2 value so that its components can be added together and sent to the f2 output. |
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f3 (Vector3) |
Takes in a Vector3 value so that its components can be added together and sent to the f3 output. |
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f4 (Vector4) |
Takes in a Vector4 value so that its components can be added together and sent to the f4 output. |
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Outputs |
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f2 (Vector2) |
Outputs the combined value of the components from the f2 input. |
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f3 (Vector3) |
Outputs the combined value of the components from the f3 input. |
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f4 (Vector4) |
Outputs the combined value of the components from the f4 input. |
Since each input is calculated individually for its corresponding output, you may use all three inputs on a single node, so long as you also use an output for each one. For instance, you may use one AddComponents function node to combine the components of a Vector2, utilizing the f2 output, and use the same node to combine the components of a Vector3, utilizing the f3 output.
Pi
The Pi function serves as a constant for Pi, as calculated to the 6th decimal place (3.141592). The node also comes with an input for a multiplier.
Item |
Description |
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Inputs |
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Multiplier (Scalar) |
Input a value that will be multiplied times pi. |
LinearSine
The LinearSine function takes in a scalar value and outputs the linear sine (or rounded linear sine) of that value, running between 0 and 1. If you connect a Time expression to the value input and use the Linear Sine, you can see animation in the output that coincides with a linear sine wave.
Item |
Description |
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Inputs |
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Value (Scalar) |
This is the incoming value to which the linear sine function will be applied. If this value changes over time, the output will be a wave. |
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Period (Scalar) |
Period controls the time required to make one full transition. Input values higher than 1 to slow the wave down. |
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-1 to 1 (StaticBool) |
Setting this to true scales and offsets the wave to run between -1 and 1, rather than 0-1. |
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Sine Phase (StaticBool) |
Setting this true will output normal sine behavior rather than linear behavior. |
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Outputs |
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Linear Sine |
This outputs a linear sine wave. |
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Rounded Linear Sine |
Outputs a linear sine with rounded edges. |
VectorToRadialValue
The VectorToRadialValue function transforms the vector of a Vector2 into an angle, or transforms UV coordinate data into radial coordinates. In the case of a vector, the angle will output in one channel and the length of the vector in the other.
Item |
Description |
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Inputs |
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Vector or UVs (Vector2) |
Takes in either a Vector2 or a set of UV coordinates. |
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Swizzle Coordinate Output (StaticBool) |
Flips the U and V components of the output. |
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Outputs |
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Radial Coordinates |
Returns the radial coordinates of the input. In the case of a vector, the angle is on one channel and the distance is on the other. |
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Vector Converted to Angle |
Returns the angle of the input vector or a radial gradient in the case of UVs. |
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Linear Distance |
Returns the linear length of the input vector, or in the case of UVs, outputs a radial gradient of distances. |