Math Parser*
allows you to evaluate complex, user-defined mathematical expressions directly within the shader graph, effectively replacing entire trees of “Math” and “Vector Math” nodes with a single, readable formula.
allows you to evaluate complex, user-defined mathematical expressions directly within the shader graph, effectively replacing entire trees of “Math” and “Vector Math” nodes with a single, readable formula.
performs parametric shaping operations between two values. While the standard “Math” node offers basic arithmetic, this node focuses on Thresholding and shaping.
provides a set of robust mixing methods for smoothly blending between two vectors. While a standard “Mix” node simply performs a linear average, this node offers 10 distinct mathematical curves—including nonlinear, perceptual, ratio-preserving, and spherical variants.
calculates the spatial separation or relationship between two vectors. While the standard “Distance” node only offers Euclidean length, this utility provides a comprehensive set of 5 distinct metrics: Euclidean, Manhattan, Chebyshev, Minkowski, and Cosine.
is a pure data source node. It takes no inputs and outputs a single float. It is designed to be plugged into Math, Vector Math, or Expression nodes to drive formulas with maximum precision. Using this node ensures your procedural patterns (like spirals, rotations, or phyllotaxis arrangements) are mathematically perfect.
is essential for procedurally combining masks. Because it works on Vectors, it can handle three separate masks (X, Y; Z) simultaneously. It is mathematically superior to simply multiplying or adding textures because it preserves the correct probability volume (e.g., Union avoids “over-bright” artifacts that occur when simply adding two overlapping gradients).