Skip to Content

Math

Mathematical operations for transforming and manipulating values. Most math nodes are polymorphic - they work automatically with numbers, vectors, and colors.


Abs

Transform

Absolute value per component. Removes sign from each element independently — works on scalars, vectors, and colors.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefault
valueRGB Color / RGBA Color / Number / 2D Vector / 3D Vector / 4D Vector0.00

Outputs:

NameType
resultpolymorphic

Related: Add, Ceil, Clamp, Combine2, Combine3


Add

Transform

Add two values. Works with scalars, vectors, and colors.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefault
input1RGB Color / RGBA Color / Number / 2D Vector / 3D Vector / 4D Vector / Visual Output0.00
input2RGB Color / RGBA Color / Number / 2D Vector / 3D Vector / 4D Vector / Visual Output0.00

Outputs:

NameType
resultpolymorphic

Related: Abs, Ceil, Clamp, Combine2, Combine3


Ceil

Transform

Round up to nearest integer per component. 2.1 → 3, -2.7 → -2.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefault
valueRGB Color / RGBA Color / Number / 2D Vector / 3D Vector / 4D Vector0.00

Outputs:

NameType
resultpolymorphic

Related: Abs, Add, Clamp, Combine2, Combine3


Clamp

Transform

Constrain value to a range per component. Values outside min/max are clamped.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefault
valueRGB Color / RGBA Color / Number / 2D Vector / 3D Vector / 4D Vector0.00
minRGB Color / RGBA Color / Number / 2D Vector / 3D Vector / 4D Vector0.00
maxRGB Color / RGBA Color / Number / 2D Vector / 3D Vector / 4D Vector1.00

Outputs:

NameType
resultpolymorphic

Related: Abs, Add, Ceil, Combine2, Combine3


Combine2

Transform

Combine two floats into a float2 vector (x, y).

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefault
xNumber0.00
yNumber0.00

Outputs:

NameType
vector2D Vector

Related: Abs, Add, Ceil, Clamp, Combine3


Combine3

Transform

Combine three floats into a float3 vector (x, y, z).

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefault
xNumber0.00
yNumber0.00
zNumber0.00

Outputs:

NameType
vector3D Vector

Related: Abs, Add, Ceil, Clamp, Combine2


Combine4

Transform

Combine four floats into a float4 vector (x, y, z, w).

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefault
xNumber0.00
yNumber0.00
zNumber0.00
wNumber0.00

Outputs:

NameType
vector4D Vector

Related: Abs, Add, Ceil, Clamp, Combine2


Compare

Transform

Compare two values. Returns 1 if true, 0 if false. Component-wise for vectors.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefault
aRGB Color / RGBA Color / Number / 2D Vector / 3D Vector / 4D Vector0.00
bRGB Color / RGBA Color / Number / 2D Vector / 3D Vector / 4D Vector0.00
opOption> (options: >, <, ==, >=, <=, !=)

Outputs:

NameType
resultpolymorphic

Related: Abs, Add, Ceil, Clamp, Combine2


Cos

Transform

Cosine function per component. Input in radians, output -1 to 1. 90° phase shift from Sin.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefault
valueRGB Color / RGBA Color / Number / 2D Vector / 3D Vector / 4D Vector0.00

Outputs:

NameType
resultpolymorphic

Related: Abs, Add, Ceil, Clamp, Combine2


Cross Product

Transform

Vector perpendicular to both inputs (3D only). Right-hand rule.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefault
input1RGB Color / 3D Vector(1.00, 0.00, 0.00)
input2RGB Color / 3D Vector(0.00, 1.00, 0.00)

Outputs:

NameType
resultpolymorphic

Related: Abs, Add, Ceil, Clamp, Combine2


Curl Noise 2D

Transform

Divergence-free flow field. Output is velocity vector for particle movement.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefaultDescription
coord2D Vector(0.00, 0.00)Sample coordinate (UV or 2D position)
scaleNumber1.00Frequency multiplier — higher values produce finer detail
seedNumber0.00Offset to produce different noise patterns

Outputs:

NameTypeDescription
result2D Vector2D velocity vector for particle or UV movement

Curl Noise 2D

Related: Abs, Add, Ceil, Clamp, Combine2


Curl Noise 3D

Transform

3D divergence-free flow field. Output is velocity vector for 3D particle systems.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefaultDescription
coord3D Vector(0.00, 0.00, 0.00)Sample coordinate (3D position)
scaleNumber1.00Frequency multiplier — higher values produce finer detail
seedNumber0.00Offset to produce different noise patterns

Outputs:

NameTypeDescription
result3D Vector3D velocity vector for particle movement

Related: Abs, Add, Ceil, Clamp, Combine2


Distance

Transform

Distance between two points. Equivalent to length(a - b).

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefault
input1RGB Color / RGBA Color / 2D Vector / 3D Vector / 4D Vector(0.00, 0.00, 0.00)
input2RGB Color / RGBA Color / 2D Vector / 3D Vector / 4D Vector(1.00, 0.00, 0.00)

Outputs:

NameType
resultNumber

Related: Abs, Add, Ceil, Clamp, Combine2


Divide

Transform

Divide first value by second per component. Works with scalars, vectors, and colors. Protected against division by zero.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefault
input1RGB Color / RGBA Color / Number / 2D Vector / 3D Vector / 4D Vector / Visual Output1.00
input2RGB Color / RGBA Color / Number / 2D Vector / 3D Vector / 4D Vector / Visual Output1.00

Outputs:

NameType
resultpolymorphic

Related: Abs, Add, Ceil, Clamp, Combine2


Dot Product

Transform

Scalar product of two vectors. Use for angle/projection calculations.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefault
input1RGB Color / RGBA Color / 2D Vector / 3D Vector / 4D Vector(1.00, 0.00, 0.00)
input2RGB Color / RGBA Color / 2D Vector / 3D Vector / 4D Vector(0.00, 1.00, 0.00)

Outputs:

NameType
resultNumber

Related: Abs, Add, Ceil, Clamp, Combine2


EaseBack

Transform

Overshoots target then settles. Overshoot controls how far past. Wind-up feel.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefaultDescription
tRGB Color / RGBA Color / Number / 2D Vector / 3D Vector / 4D Vector0.00Input value, typically 0 to 1 (normalized time or animation progress)
overshootRGB Color / RGBA Color / Number / 2D Vector / 3D Vector / 4D Vector1.70How far past the target — default 1.7 is the classic overshoot, higher = more dramatic

Outputs:

NameType
resultpolymorphic

Related: Abs, Add, Ceil, Clamp, Combine2


EaseBounce

Transform

Bouncy settle like a ball. Great for playful UI and impact effects.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefaultDescription
tRGB Color / RGBA Color / Number / 2D Vector / 3D Vector / 4D Vector0.00Input value, typically 0 to 1 (normalized time or animation progress)

Outputs:

NameType
resultpolymorphic

Related: Abs, Add, Ceil, Clamp, Combine2


EaseElastic

Transform

Springy overshoot, wobbles past target. Great for squishy, snappy motion.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefaultDescription
tRGB Color / RGBA Color / Number / 2D Vector / 3D Vector / 4D Vector0.00Input value, typically 0 to 1 (normalized time or animation progress)
amplitudeRGB Color / RGBA Color / Number / 2D Vector / 3D Vector / 4D Vector1.00Peak overshoot strength — higher = more dramatic wobble
periodRGB Color / RGBA Color / Number / 2D Vector / 3D Vector / 4D Vector0.30Time between wobbles — smaller = faster oscillation

Outputs:

NameType
resultpolymorphic

Related: Abs, Add, Ceil, Clamp, Combine2


EaseIn

Transform

Accelerates from rest. t^power. Power 2=quadratic, 3=cubic. Slow start.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefaultDescription
tRGB Color / RGBA Color / Number / 2D Vector / 3D Vector / 4D Vector0.00Input value, typically 0 to 1 (normalized time or animation progress)
powerRGB Color / RGBA Color / Number / 2D Vector / 3D Vector / 4D Vector2.00Curve strength — 2 = quadratic, 3 = cubic, higher = sharper acceleration

Outputs:

NameType
resultpolymorphic

Related: Abs, Add, Ceil, Clamp, Combine2


EaseInOut

Transform

Smooth both ends. Slow start, fast middle, slow end. Like smoothstep.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefaultDescription
tRGB Color / RGBA Color / Number / 2D Vector / 3D Vector / 4D Vector0.00Input value, typically 0 to 1 (normalized time or animation progress)
powerRGB Color / RGBA Color / Number / 2D Vector / 3D Vector / 4D Vector2.00Curve strength — 2 = quadratic, 3 = cubic, higher = sharper S-curve

Outputs:

NameType
resultpolymorphic

Related: Abs, Add, Ceil, Clamp, Combine2


EaseOut

Transform

Decelerates to rest. 1-(1-t)^power. Fast start, smooth landing.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefaultDescription
tRGB Color / RGBA Color / Number / 2D Vector / 3D Vector / 4D Vector0.00Input value, typically 0 to 1 (normalized time or animation progress)
powerRGB Color / RGBA Color / Number / 2D Vector / 3D Vector / 4D Vector2.00Curve strength — 2 = quadratic, 3 = cubic, higher = sharper deceleration

Outputs:

NameType
resultpolymorphic

Related: Abs, Add, Ceil, Clamp, Combine2


Floor

Transform

Round down to nearest integer per component. 2.7 → 2, -2.3 → -3.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefault
valueRGB Color / RGBA Color / Number / 2D Vector / 3D Vector / 4D Vector0.00

Outputs:

NameType
resultpolymorphic

Related: Abs, Add, Ceil, Clamp, Combine2


Fract

Transform

Fractional part per component (x - floor(x)). Always 0-1 range.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefault
valueRGB Color / RGBA Color / Number / 2D Vector / 3D Vector / 4D Vector0.00

Outputs:

NameType
resultpolymorphic

Fract

Related: Abs, Add, Ceil, Clamp, Combine2


Fractal Noise

Transform

Layered noise (FBM). Octaves add complexity, persistence controls roughness.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefaultDescription
coord2D Vector / 3D Vector / 4D Vector(0.00, 0.00)Sample coordinate (UV, position, or 3D+time)
scaleNumber1.00Frequency multiplier — higher values produce finer detail
octavesNumber4.00Number of noise layers (1–8) — more = more detail, more cost
persistenceNumber0.50How much each octave contributes — lower = smoother, higher = rougher
lacunarityNumber2.00Frequency multiplier between octaves — 2.0 is standard
seedNumber0.00Offset to produce different noise patterns

Outputs:

NameTypeDescription
resultNumberLayered noise value from 0 to 1

Fractal Noise

Related: Abs, Add, Ceil, Clamp, Combine2


Invert

Transform

Invert a matrix. Supports float3x3 and float4x4.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefault
valueFloat3x3 / Transform Matrixidentity

Outputs:

NameTypeDescription
resultTransform MatrixThe inverted matrix — same type as input

Related: Abs, Add, Ceil, Clamp, Combine2


Length

Transform

Vector magnitude (distance from origin). Always positive.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefault
valueRGB Color / RGBA Color / 2D Vector / 3D Vector / 4D Vector(1.00, 0.00, 0.00)

Outputs:

NameType
resultNumber

Related: Abs, Add, Ceil, Clamp, Combine2


Log

Transform

Logarithm per component with configurable base. Default is natural log (base e). Use base 2 for octaves, base 10 for decibels.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefault
valueRGB Color / RGBA Color / Number / 2D Vector / 3D Vector / 4D Vector1.00
baseRGB Color / RGBA Color / Number / 2D Vector / 3D Vector / 4D Vector2.72

Outputs:

NameType
resultpolymorphic

Related: Abs, Add, Ceil, Clamp, Combine2


Max

Transform

Return the larger of two values. Works per-component for vectors.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefault
input1RGB Color / RGBA Color / Number / 2D Vector / 3D Vector / 4D Vector / Visual Output0.00
input2RGB Color / RGBA Color / Number / 2D Vector / 3D Vector / 4D Vector / Visual Output0.00

Outputs:

NameType
resultpolymorphic

Related: Abs, Add, Ceil, Clamp, Combine2


Min

Transform

Return the smaller of two values. Works per-component for vectors.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefault
input1RGB Color / RGBA Color / Number / 2D Vector / 3D Vector / 4D Vector / Visual Output0.00
input2RGB Color / RGBA Color / Number / 2D Vector / 3D Vector / 4D Vector / Visual Output0.00

Outputs:

NameType
resultpolymorphic

Related: Abs, Add, Ceil, Clamp, Combine2


Mix

Transform

Linear interpolation between two values. Factor 0 = first, 1 = second.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefaultDescription
input1RGB Color / RGBA Color / Number / 2D Vector / 3D Vector / 4D Vector / Visual OutputRGB(1.00, 0.00, 0.00)First value (returned when factor = 0)
input2RGB Color / RGBA Color / Number / 2D Vector / 3D Vector / 4D Vector / Visual OutputRGB(0.00, 0.00, 1.00)Second value (returned when factor = 1)
factorNumber0.50Blend amount: 0 = first input, 1 = second input

Outputs:

NameType
resultpolymorphic

Mix

Related: Abs, Add, Ceil, Clamp, Combine2


Mod

Transform

Modulo (remainder) per component. Use for wrapping values or creating patterns.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefault
input1RGB Color / RGBA Color / Number / 2D Vector / 3D Vector / 4D Vector0.00
divisorRGB Color / RGBA Color / Number / 2D Vector / 3D Vector / 4D Vector1.00

Outputs:

NameType
resultpolymorphic

Related: Abs, Add, Ceil, Clamp, Combine2


Multiply

Transform

Multiply two values. Supports scalar, vector, matrix × vector operations.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefault
input1RGB Color / RGBA Color / Number / 2D Vector / 3D Vector / Float3x3 / 4D Vector / Transform Matrix / Visual Output1.00
input2RGB Color / RGBA Color / Number / 2D Vector / 3D Vector / 4D Vector / Visual Output1.00

Outputs:

NameType
resultpolymorphic

Related: Abs, Add, Ceil, Clamp, Combine2


Normalize

Transform

Scale vector to unit length (magnitude = 1). Direction preserved.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefault
valueRGB Color / RGBA Color / 2D Vector / 3D Vector / 4D Vector(1.00, 0.00, 0.00)

Outputs:

NameType
resultpolymorphic

Related: Abs, Add, Ceil, Clamp, Combine2


OneMinus

Transform

Returns 1 - value per component. Inverts 0-1 range. Essential for flipping animations.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefault
valueRGB Color / RGBA Color / Number / 2D Vector / 3D Vector / 4D Vector0.00

Outputs:

NameType
resultpolymorphic

Related: Abs, Add, Ceil, Clamp, Combine2


PingPong

Transform

Triangle wave per component, 0→length→0. Perfect for looping back-and-forth animations.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefault
valueRGB Color / RGBA Color / Number / 2D Vector / 3D Vector / 4D Vector0.00
lengthRGB Color / RGBA Color / Number / 2D Vector / 3D Vector / 4D Vector1.00

Outputs:

NameType
resultpolymorphic

Related: Abs, Add, Ceil, Clamp, Combine2


Power

Transform

Raise first value to the power of second per component. Works with scalars, vectors, and colors. Use for gamma, exponential curves.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefault
input1RGB Color / RGBA Color / Number / 2D Vector / 3D Vector / 4D Vector / Visual Output1.00
input2RGB Color / RGBA Color / Number / 2D Vector / 3D Vector / 4D Vector / Visual Output2.00

Outputs:

NameType
resultpolymorphic

Related: Abs, Add, Ceil, Clamp, Combine2


Random

Transform

Pseudo-random 0-1 from seed. Same seed = same output (deterministic).

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefaultDescription
seedNumber42.00Any number — same seed always gives the same result

Outputs:

NameTypeDescription
resultNumberPseudo-random value from 0 to 1

Related: Abs, Add, Ceil, Clamp, Combine2


Remap

Transform

Maps value from input range to output range per component. Essential for scaling animations.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefault
valueRGB Color / RGBA Color / Number / 2D Vector / 3D Vector / 4D Vector0.50
inMinRGB Color / RGBA Color / Number / 2D Vector / 3D Vector / 4D Vector0.00
inMaxRGB Color / RGBA Color / Number / 2D Vector / 3D Vector / 4D Vector1.00
outMinRGB Color / RGBA Color / Number / 2D Vector / 3D Vector / 4D Vector0.00
outMaxRGB Color / RGBA Color / Number / 2D Vector / 3D Vector / 4D Vector1.00

Outputs:

NameType
resultpolymorphic

Related: Abs, Add, Ceil, Clamp, Combine2


Select

Transform

Choose between two values per component. Returns trueVal if cond > 0, else falseVal.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefault
condRGB Color / RGBA Color / Number / 2D Vector / 3D Vector / 4D Vector0.00
trueRGB Color / RGBA Color / Number / 2D Vector / 3D Vector / 4D Vector1.00
falseRGB Color / RGBA Color / Number / 2D Vector / 3D Vector / 4D Vector0.00

Outputs:

NameType
resultpolymorphic

Related: Abs, Add, Ceil, Clamp, Combine2


Separate2

Transform

Extract x and y components from a float2 vector.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefault
vector2D Vector(0.00, 0.00)

Outputs:

NameType
xNumber
yNumber

Related: Abs, Add, Ceil, Clamp, Combine2


Separate3

Transform

Extract x, y, z components from a float3 vector or RGB color.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefault
vectorRGB Color / 3D Vectorzero

Outputs:

NameType
xNumber
yNumber
zNumber

Related: Abs, Add, Ceil, Clamp, Combine2


Separate4

Transform

Extract x, y, z, w components from a float4 vector or RGBA color.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefault
vectorRGBA Color / 4D Vectorzero

Outputs:

NameType
xNumber
yNumber
zNumber
wNumber

Related: Abs, Add, Ceil, Clamp, Combine2


Simplex Noise

Transform

Smooth gradient noise. Feed UV or Position for patterns, add Time for animation.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefaultDescription
coord2D Vector / 3D Vector / 4D Vector(0.00, 0.00)Sample coordinate (UV, position, or 3D+time)
scaleNumber1.00Frequency multiplier — higher values produce finer detail
seedNumber0.00Offset to produce different noise patterns

Outputs:

NameTypeDescription
resultNumberNoise value from 0 to 1

Simplex Noise

Related: Abs, Add, Ceil, Clamp, Combine2


Sin

Transform

Sine function per component. Input in radians, output -1 to 1. Great for oscillations.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefault
valueRGB Color / RGBA Color / Number / 2D Vector / 3D Vector / 4D Vector0.00

Outputs:

NameType
resultpolymorphic

Related: Abs, Add, Ceil, Clamp, Combine2


Smoothstep

Transform

Smooth hermite interpolation per component. Returns 0-1 based on value between edges.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefault
edge0RGB Color / RGBA Color / Number / 2D Vector / 3D Vector / 4D Vector / Visual Output0.00
edge1RGB Color / RGBA Color / Number / 2D Vector / 3D Vector / 4D Vector / Visual Output1.00
valueRGB Color / RGBA Color / Number / 2D Vector / 3D Vector / 4D Vector / Visual Output0.50

Outputs:

NameType
resultpolymorphic

Smoothstep

Related: Abs, Add, Ceil, Clamp, Combine2


Sqrt

Transform

Square root per component. Negative inputs clamped to 0 to avoid NaN.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefault
valueRGB Color / RGBA Color / Number / 2D Vector / 3D Vector / 4D Vector1.00

Outputs:

NameType
resultpolymorphic

Related: Abs, Add, Ceil, Clamp, Combine2


Step

Transform

Hard threshold per component. Returns 0 if value < edge, 1 otherwise.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefault
edgeRGB Color / RGBA Color / Number / 2D Vector / 3D Vector / 4D Vector / Visual Output0.50
valueRGB Color / RGBA Color / Number / 2D Vector / 3D Vector / 4D Vector / Visual Output0.00

Outputs:

NameType
resultpolymorphic

Related: Abs, Add, Ceil, Clamp, Combine2


Subtract

Transform

Subtract second value from first. Works with scalars, vectors, and colors.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefault
input1RGB Color / RGBA Color / Number / 2D Vector / 3D Vector / 4D Vector / Visual Output0.00
input2RGB Color / RGBA Color / Number / 2D Vector / 3D Vector / 4D Vector / Visual Output0.00

Outputs:

NameType
resultpolymorphic

Related: Abs, Add, Ceil, Clamp, Combine2


Tan

Transform

Tangent function per component. Input in radians. Unbounded output, use with care.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefault
valueRGB Color / RGBA Color / Number / 2D Vector / 3D Vector / 4D Vector0.00

Outputs:

NameType
resultpolymorphic

Related: Abs, Add, Ceil, Clamp, Combine2


Transpose

Transform

Transpose a matrix (swap rows and columns). Supports float3x3 and float4x4.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefault
valueFloat3x3 / Transform Matrixidentity

Outputs:

NameTypeDescription
resultTransform MatrixThe transposed matrix — same type as input

Related: Abs, Add, Ceil, Clamp, Combine2


Voronoi

Transform

Cellular noise for cracks, scales, stones. Jitter controls randomness (0=grid, 1=organic).

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefaultDescription
coord2D Vector / 3D Vector / 4D Vector(0.00, 0.00)Sample coordinate (UV, position, or 3D+time)
scaleNumber5.00Number of cells — higher = smaller cells
jitterNumber1.00Cell randomness — 0 = perfect grid, 1 = fully organic
seedNumber0.00Offset to produce different cell patterns

Outputs:

NameTypeDescription
distanceNumberDistance to nearest cell center (0 = at center)
cellNumberRandom 0–1 ID for the nearest cell — use to color each cell differently
edgeNumberDistance between nearest and second-nearest cells — thin at edges, use for cracks/outlines

Voronoi

Related: Abs, Add, Ceil, Clamp, Combine2


Last updated on

Apple and the Apple logo are trademarks of Apple Inc. sxp.studio and Subjective Designer are not affiliated with Apple.