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Vectors ​

Components, dot and cross products, rotations, coordinates.

Generated from the node library. Socket types: number (grey circle), colour (yellow circle), vector (purple diamond). Any output can feed any input; when the types differ, pick a conversion on the input (right-click it). See how nodes connect.

Red ​

Copies the red channel to all channels.

Works in: material, object shader, camera effect

Inputs

InputTypeWhen not connected
Vectorvector0.0

Output: vector

Feeds Vector / Coords / UV inputs of textures and noises, or Normal of the output. For one channel pick the X/Y/Z conversion.

Example: Texture coordinate (World) → Mapping (scale 4) → Red (input Vector) → Color ramp → Output > Base color.

Green ​

Copies the green channel to all channels.

Works in: material, object shader, camera effect

Inputs

InputTypeWhen not connected
Vectorvector0.0

Output: vector

Feeds Vector / Coords / UV inputs of textures and noises, or Normal of the output. For one channel pick the X/Y/Z conversion.

Example: Texture coordinate (World) → Mapping (scale 4) → Green (input Vector) → Color ramp → Output > Base color.

Blue ​

Copies the blue channel to all channels.

Works in: material, object shader, camera effect

Inputs

InputTypeWhen not connected
Vectorvector0.0

Output: vector

Feeds Vector / Coords / UV inputs of textures and noises, or Normal of the output. For one channel pick the X/Y/Z conversion.

Example: Texture coordinate (World) → Mapping (scale 4) → Blue (input Vector) → Color ramp → Output > Base color.

Combine ​

Builds a vector from the red channels of three inputs.

Works in: material, object shader, camera effect

Inputs

InputTypeWhen not connected
Rnumber0.0
Gnumber0.0
Bnumber0.0

Outputs

OutputType
Vectorvector
Lengthnumber
Normalizedvector

Feeds Vector / Coords / UV inputs of textures and noises, or Normal of the output. For one channel pick the X/Y/Z conversion.

Example: Noise texture (Factor) → Combine (input R) → Mix colour (Factor).

Length ​

Length of a vector.

Works in: material, object shader, camera effect

Inputs

InputTypeWhen not connected
Vectorvector0.0

Output: number

Use it as a mask: into Factor of Mix colour, Position of a Color ramp, Roughness / Metallic / Alpha / Height of the output, or A/B of Math.

Example: Texture coordinate (World) → Mapping (scale 4) → Length (input Vector) → Color ramp → Output > Base color.

Distance ​

Distance between two points.

Works in: material, object shader, camera effect

Inputs

InputTypeWhen not connected
Anumber0.0
Bnumber0.0

Output: number

Use it as a mask: into Factor of Mix colour, Position of a Color ramp, Roughness / Metallic / Alpha / Height of the output, or A/B of Math.

Example: Noise texture (Factor) → Distance (input A) → Mix colour (Factor).

Dot ​

Dot product (how much two directions agree).

Works in: material, object shader, camera effect

Inputs

InputTypeWhen not connected
Anumber0.0
Bnumber0.0

Output: number

Use it as a mask: into Factor of Mix colour, Position of a Color ramp, Roughness / Metallic / Alpha / Height of the output, or A/B of Math.

Example: Noise texture (Factor) → Dot (input A) → Mix colour (Factor).

Cross ​

Cross product (a direction perpendicular to both).

Works in: material, object shader, camera effect

Inputs

InputTypeWhen not connected
Anumber0.0
Bnumber0.0

Output: vector

Feeds Vector / Coords / UV inputs of textures and noises, or Normal of the output. For one channel pick the X/Y/Z conversion.

Example: Noise texture (Factor) → Cross (input A) → Mix colour (Factor).

Normalize ​

Scales a vector to length 1.

Works in: material, object shader, camera effect

Inputs

InputTypeWhen not connected
Vectorvector0.0, 1.0, 0.0

Output: vector

Feeds Vector / Coords / UV inputs of textures and noises, or Normal of the output. For one channel pick the X/Y/Z conversion.

Example: Texture coordinate (World) → Mapping (scale 4) → Normalize (input Vector) → Color ramp → Output > Base color.

Reflect ​

Mirrors a direction around a normal.

Works in: material, object shader, camera effect

Inputs

InputTypeWhen not connected
Incidentnumber0.0, -1.0, 0.0
Normalvector0.0, 1.0, 0.0

Output: vector

Feeds Vector / Coords / UV inputs of textures and noises, or Normal of the output. For one channel pick the X/Y/Z conversion.

Example: Noise texture (Factor) → Reflect (input Incident) → Mix colour (Factor).

Rotate coords ​

Rotates texture coordinates around the centre.

Works in: material, object shader, camera effect

Inputs

InputTypeWhen not connected
Coordsvectorthe object's UV

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
angle0-6.3..6.3-

Output: vector

Feeds Vector / Coords / UV inputs of textures and noises, or Normal of the output. For one channel pick the X/Y/Z conversion.

Example: Texture coordinate (World) → Mapping (scale 4) → Rotate coords (input Coords) → Color ramp → Output > Base color.

Scale offset coords ​

Tiles and shifts texture coordinates.

Works in: material, object shader, camera effect

Inputs

InputTypeWhen not connected
Coordsvectorthe object's UV

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
scale x10.01..100-
scale y10.01..100-
offset x0-100..100-
offset y0-100..100-

Output: vector

Feeds Vector / Coords / UV inputs of textures and noises, or Normal of the output. For one channel pick the X/Y/Z conversion.

Example: Texture coordinate (World) → Mapping (scale 4) → Scale offset coords (input Coords) → Color ramp → Output > Base color.

Scroll coords ​

Moves coordinates over time (flowing water, conveyor belts).

Works in: material, object shader, camera effect

Inputs

InputTypeWhen not connected
Coordsvectorthe object's UV

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
speed x0.1-10..10-
speed y0-10..10-

Output: vector

Feeds Vector / Coords / UV inputs of textures and noises, or Normal of the output. For one channel pick the X/Y/Z conversion.

Example: Texture coordinate (World) → Mapping (scale 4) → Scroll coords (input Coords) → Color ramp → Output > Base color.

Polar coords ​

Converts coordinates to angle and radius.

Works in: material, object shader, camera effect

Inputs

InputTypeWhen not connected
Coordsvectorthe object's UV

Output: vector

Feeds Vector / Coords / UV inputs of textures and noises, or Normal of the output. For one channel pick the X/Y/Z conversion.

Example: Texture coordinate (World) → Mapping (scale 4) → Polar coords (input Coords) → Color ramp → Output > Base color.

Mirror tile ​

Repeats coordinates mirrored, so the seams disappear.

Works in: material, object shader, camera effect

Inputs

InputTypeWhen not connected
Coordsvectorthe object's UV

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
tiles20.1..50-

Output: vector

Feeds Vector / Coords / UV inputs of textures and noises, or Normal of the output. For one channel pick the X/Y/Z conversion.

Example: Texture coordinate (World) → Mapping (scale 4) → Mirror tile (input Coords) → Color ramp → Output > Base color.

Flipbook ​

Plays a grid of frames (sprite sheet) as animation.

Works in: material, object shader, camera effect

Inputs

InputTypeWhen not connected
Coordsvectorthe object's UV

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
columns41..32-
rows41..32-
frames per second80..60-

Output: vector

Feeds Vector / Coords / UV inputs of textures and noises, or Normal of the output. For one channel pick the X/Y/Z conversion.

Example: Texture coordinate (World) → Mapping (scale 4) → Flipbook (input Coords) → Color ramp → Output > Base color.

Distort coords ​

Wobbles coordinates with noise (heat haze, water).

Works in: material, object shader, camera effect

Inputs

InputTypeWhen not connected
Coordsvectorthe object's UV
Amountnumber0.05

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
scale40.1..100-

Output: vector

Feeds Vector / Coords / UV inputs of textures and noises, or Normal of the output. For one channel pick the X/Y/Z conversion.

Example: Texture coordinate (World) → Mapping (scale 4) → Distort coords (input Coords) → Color ramp → Output > Base color.

Rotate around axis ​

Rotates a vector around an axis by an angle (radians).

Works in: material, object shader, camera effect

Inputs

InputTypeWhen not connected
Vectorvector1.0, 0.0, 0.0
Axisvector0.0, 1.0, 0.0

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
angle0-6.3..6.3-

Output: vector

Feeds Vector / Coords / UV inputs of textures and noises, or Normal of the output. For one channel pick the X/Y/Z conversion.

Example: Texture coordinate (World) → Mapping (scale 4) → Rotate around axis (input Vector) → Color ramp → Output > Base color.

Refract ​

Bends a direction through a surface (glass, water).

Works in: material, object shader, camera effect

Inputs

InputTypeWhen not connected
Incidentnumber0.0, -1.0, 0.0
Normalvector0.0, 1.0, 0.0

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
index ratio0.750.1..2-

Output: vector

Feeds Vector / Coords / UV inputs of textures and noises, or Normal of the output. For one channel pick the X/Y/Z conversion.

Example: Noise texture (Factor) → Refract (input Incident) → Mix colour (Factor).

Twirl coords ​

Swirls coordinates around the centre.

Works in: material, object shader, camera effect

Inputs

InputTypeWhen not connected
Coordsvectorthe object's UV

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
amount3-20..20-

Output: vector

Feeds Vector / Coords / UV inputs of textures and noises, or Normal of the output. For one channel pick the X/Y/Z conversion.

Example: Texture coordinate (World) → Mapping (scale 4) → Twirl coords (input Coords) → Color ramp → Output > Base color.

Vector math ​

Operations on vectors: cross, dot, project, reflect, distance, normalize...

Works in: material, object shader, camera effect

Inputs

InputTypeWhen not connected
Anumber0.0
Bnumber1.0

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
operation00..160 Add, 1 Subtract, 2 Multiply, 3 Divide, 4 Cross product, 5 Project, 6 Reflect, 7 Dot product, 8 Distance, 9 Length, 10 Scale, 11 Normalize, 12 Absolute, 13 Minimum, 14 Maximum, 15 Floor, 16 Fraction

Output: vector

Feeds Vector / Coords / UV inputs of textures and noises, or Normal of the output. For one channel pick the X/Y/Z conversion.

Example: Noise texture (Factor) → Vector math (input A) → Mix colour (Factor).

Separate RGB ​

Splits a colour into R, G and B.

Works in: material, object shader, camera effect

Inputs

InputTypeWhen not connected
Colourcolour0.8, 0.5, 0.2

Outputs

OutputType
Colourcolour
Rnumber
Gnumber
Bnumber
Lumanumber

Usually goes to Output > Base color or Emission, or to A/B of Mix colour. Into a number input it is converted to luminance.

Example: Image texture (Colour) → Separate RGB (input Colour) → Output > Base color.

Separate XYZ ​

Splits a vector into X, Y and Z.

Works in: material, object shader, camera effect

Inputs

InputTypeWhen not connected
Vectorvectorworld position

Outputs

OutputType
Vectorvector
Xnumber
Ynumber
Znumber

Feeds Vector / Coords / UV inputs of textures and noises, or Normal of the output. For one channel pick the X/Y/Z conversion.

Example: Texture coordinate (World) → Mapping (scale 4) → Separate XYZ (input Vector) → Color ramp → Output > Base color.

Combine XYZ ​

Builds a vector from three numbers.

Works in: material, object shader, camera effect

Inputs

InputTypeWhen not connected
Xnumber0.0
Ynumber0.0
Znumber0.0

Outputs

OutputType
Vectorvector
Lengthnumber
Normalizedvector

Feeds Vector / Coords / UV inputs of textures and noises, or Normal of the output. For one channel pick the X/Y/Z conversion.

Example: Noise texture (Factor) → Combine XYZ (input X) → Mix colour (Factor).

Mapping ​

Moves, turns and scales texture coordinates.

Works in: material, object shader, camera effect

Inputs

InputTypeWhen not connected
Vectorvectorthe object's UV

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
location x0-100..100-
location y0-100..100-
location z0-100..100-
rotation0-1..1-
scale x1-100..100-
scale y1-100..100-
scale z1-100..100-

Outputs

OutputType
Vectorvector
Xnumber
Ynumber
Znumber

Feeds Vector / Coords / UV inputs of textures and noises, or Normal of the output. For one channel pick the X/Y/Z conversion.

Example: Texture coordinate (World) → Mapping (scale 4) → Mapping (input Vector) → Color ramp → Output > Base color.

Jitter coords ​

Adds smooth noise to coordinates to break visible repetition.

Works in: material, object shader, camera effect

Inputs

InputTypeWhen not connected
Vectorvectorworld position
Amountnumber0.2

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
scale40.01..100-

Outputs

OutputType
Vectorvector
Xnumber
Ynumber
Znumber

Feeds Vector / Coords / UV inputs of textures and noises, or Normal of the output. For one channel pick the X/Y/Z conversion.

Example: Texture coordinate (World) → Mapping (scale 4) → Jitter coords (input Vector) → Color ramp → Output > Base color.

Kvas Engine