You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Creates a faceted face normal from any derivable input. (typically the depth buffer.)
Input
Type
Description
Input
Float3
The functional input to compute the face direction for.
Output
Type
Description
Output
Float3
A crude face normal of the Input.
Direction To Signed Cube
Description
Node Showcase:
Calculates the hit position on a -S to +S 3D cube.
Input
Type
Description
Direction
Float3
The direction vector (doesn't need to be normalized.)
Scale
Float3
The scale of the cube.
Output
Type
Description
Direction On Cube
Float3
The reprojected direction, hitting the surface of the cube.
Tangents
Float3
The individual side lengths.
Distance
Float
The distance from the current direction vector to the surface of the cube.
Filtered Cosine
Description
Node Showcase:
Implements the analytical model of the cosine function for band limiting.
Input
Type
Description
Input
Float
The cosine input.
Output
Type
Description
Output
Float
The filtered cosine value.
Get Tangent Delta
Description
Node Showcase:
Calculates the scaling factor for a given projection angle.
Input
Type
Description
Angle (Degrees)
Float
The projection angle in degrees.
Output
Type
Description
FOV Slope
Float
The tangent derivative of the projection angle.
Get UV Analytic Model
Description
Node Showcase:
Calculates the primitive values for a filtered procedural function.
Input
Type
Description
UV
Float2
The texture coordinate.
Output
Type
Description
Domain Size
Float2
The UV space the pixel on your screen takes up.
Sample A
The left hand side sample point.
Sample B
The right hand side sample point.
This follows the integral convention of
$$
\int{f(x)dx} = \lim_{w \rightarrow 0}{\frac{F(x+w) - F(x-w)}{w}}
$$
Where $x-w$ is Sample A, $x+w$ is Sample B, and $w$ is the Domain Size.
Integral Circle Approximation
Note
Basically, don't worry about this node.
Description
Node Showcase:
Used in Analytical Dot Matrix node, representing a circles filtered procedural function.
Input
Type
Description
UV
Float2
The texture coordinate.
Domain Width
Float2
The UV space the pixel on your screen takes up.
Output
Type
Description
F(x, y)
Float2
The evaluated integral parts.
Is Inside 01 Range
Description
Node Showcase:
Validates the bounds of a UV coordinate are within 0 to 1 range.
Input
Type
Description
Input
Float4
Any dimension of inputs.
Output
Type
Description
Inside [0 | 1]
Float
Returns 1 if all components are inside range, otherwise returns 0.
Smooth Max
Description
Node Showcase:
Implements a smoother maximum function.
Input
Type
Description
A
Float
The first input.
B
Float
The second input.
Smooth Term
Float
the square smoothness value.
Output
Type
Description
Output
Float
smoothmax(A, B)
Smooth Min
Description
Node Showcase:
Implements a smoother minimum function.
Input
Type
Description
A
Float
The first input.
B
Float
The second input.
Smooth Term
Float
the square smoothness value.
Output
Type
Description
Output
Float
smoothmin(A, B)
Smoothstep 10
Description
Node Showcase:
Implements a better form of smoothstep(x, 1, 0)
Input
Type
Description
Input
Float
The input value.
Output
Type
Description
Output
Float
Roughly smoothstep(x, 1, 0)
This function follows as such:
$$
\left( x^2-1 \right)^2
$$
Stairstep (Terracing)
Description
Node Showcase:
Splits the UV coordinate space into steps.
Input
Type
Description
Input
Float2
The texture coordinate.
Steps
Float
The amount of steps to truncate precision by.
Output
Type
Description
Terraced Output
Float2
The stairstepped input.
Continuous Domain
Float2
The scaled UV without stairstepping for mipmap level selection.