← All ideas

Inputs for vector mapping node

I won't spend too many words here too, the picture should speak for itself, as it was for this other proposal

vectormapping.jpg

96.3%

Development Status: Open

Upvote 26 Downvote 1
lsscpp
15 Jun 2018

6 Comments

Lauloque

Why not outputs too ?

3
iyadahmed

there's a node group already for this gum.co/zqFNO

peter.boos

@eyad.ahmed1973: It would be great if we could do without such behomot constructs, blender should be logically simple. so i'd say thumbs up for the poster of this idea

o.mangold

@eyad.ahmed1973: Yes, I'm currently doing that also with a group full of math nodes, so, yes, there is a workaround, but it starts to bug me a little that for lots of elementary stuff one has to create custom node groups. I'm talking about stuff that is in principle simple and generic enough for being odd not to be included in Blender directly:

  • n-times mix nodes (like mix nodes but with an arbitrary number of inputs). Applicable to both Color Mix and Shader Mix
  • mix nodes for scalar values and for vectors (for vectors also Slerp, maybe)
  • scalar times vector multiplication
  • n-times linear combinations for both scalars and vectors
  • component-wise scaling of vectors (by components of another vector)
  • vector norm
  • math functions signum, cot, exp, sincos, atan2 (okay, the latter is in 2.8)
  • useful math constants like e, pi, pi/2, pi/4, 1/sqrt(2), 1/sqrt(3), 1/pi, 2/pi, ...
  • extension for greater-than and less-than math nodes to feed with values from sockets for the true/false cases
1
iyadahmed

@o.mangold: I made a node group pack that contains a bunch of math functions and constants, gum.co/fxtools

hperticarati

I think it would be great if you posted at least a before / after comparison.