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		<title>Redmaw: Added settings, descriptions and example images.  Page was previously linked in software but not yet created.</title>
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		<updated>2022-01-27T21:45:05Z</updated>

		<summary type="html">&lt;p&gt;Added settings, descriptions and example images.  Page was previously linked in software but not yet created.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;[[File:AddMultipliedVector_00_GUI.png|none|470px|Add Multiplied Vector]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Add Multiplied family of nodes will multiply the Main Input with Input 2 and add that result with the Main Input.&lt;br /&gt;
&lt;br /&gt;
Mathematically it looks like this:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
(Main Input * Input 2) + Main Input&lt;br /&gt;
&amp;lt;/ul&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When the incoming data is not vector data, the node first converts the data to vectors as follows:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
For colour data, the node converts the data to vectors based on the component's luminance values. The math for this is: 0.2125 * r + 0.7152 *g + 0.0724 * b. &amp;lt;br /n&amp;gt;&lt;br /&gt;
For scalar data, each component of the vector is simply set to the value of the scalar. &amp;lt;br /n&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the example images below, a proxy box labeled Add Multiplied Vector Output is used for illustration to see the numerical output values.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the following example, the source data is vector.  Note that values can exceed 1.0.&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
[[File:AddMultipliedVector_01_ConstantVectors.JPG|none|800px|When the source data is vector, the Main input value is multiplied by the Input 2 value, and the result is added to the Main Input value.]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When the source data is not vector data, it is first converted into vector data, as described above.  Note that displacement data is ignored.&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
[[File:AddMultipliedVector_02_ScalarAndColour.JPG|none|800px|When the source data is not vector data, it is first converted to a vector, then the Main input value is multiplied by the Input 2 value, and the result is added to the Main Input value.]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a shader or function nodes are not connected to Input 2, the Main Input passes through to the Output.&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
[[File:AddMultipliedVector_03_MainInputOnly.JPG|none|800px|When Input 2 is disconnected, the Main Input is passed through.]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a shader or function nodes are not connected to the Main Input, nothing passes through the node.&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
[[File:AddMultipliedVector_04_Input2Only.JPG|none|800px|When the Main Input is disconnected, nothing is passed through the node.]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All nodes in this family have just one setting, which lets you assign a shader or function nodes to Input 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Settings:'''&lt;br /&gt;
&lt;br /&gt;
*'''Name: '''This setting allows you to apply a descriptive name to the node, which can be helpful when using multiple Add Multiplied Vector nodes in a project.&lt;br /&gt;
&lt;br /&gt;
*'''Enable: '''When checked, the node is active and the Main Input value is first multiplied by Input 2 value, and the result is added to the Main Input value. When unchecked, only the Main Input value is passed through the node.&lt;br /&gt;
&lt;br /&gt;
*'''Input 2:''' The values from the shader or function nodes assigned to this setting are multiplied with the values of the Main Input. The result of that is added to the Main Input value.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fun With Add Multiply Vector ==&lt;br /&gt;
The Add Multiplied Vector node can be used to exaggerate the high or low values from the Main Input.&lt;br /&gt;
 &lt;br /&gt;
In this example, the displacement of the mound increases as the value of the Constant Vector is raised. Note how the values in the Add multiplied vector preview window are brighter than those of the Transform input shader preview window.&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:AddMultipliedVector_05_Mound.JPG|none|800px|The Add multiplied vector node can be used to increase the steepness of a terrain feature.]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:AddMultipliedVector_06_MoundNodeNetwork.JPG|none|800px|The brightness of the power fractal noise values increase as the Constant vector value is raised.]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/ul&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the example below, the steepness of a river gorge or canyon can be controlled by increasing the value of the Constant Vector.&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:AddMultipliedVector_07_RiverGorge.JPG|none|800px|The Add multiplied vector node can be used to increase the steepness of a terrain feature.]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:AddMultipliedVector_08_RiverGorgeNodeNetwork.JPG|none|800px|The Simple shape shader’s beveled edge values become brighter as the Constant vector value is raised.]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In this example, an EXR image containing vector displacement data of a crater is modified by the Add multiplied vector node to increase the intensity of the displacement to the terrain surface.&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:AddMultipliedVector_10_CraterNodeNetwork.JPG|none|800px|By manipulating the values of the Constant Vector node, the steepness of the crater can be adjusted.]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:AddMultipliedVector_09_CraterNodeNetwork.JPG|none|800px|The Add multiplied vector node can be used to increase the steepness of a terrain feature.]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /n&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Add]]&lt;/div&gt;</summary>
		<author><name>Redmaw</name></author>
		
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