# Tag Info

## Hot answers tagged vector

8 votes
Accepted

### How do I calculate the normals of a point group?

(Using Blender 3.6.5) Documentation: Preliminary remarks: As very well explained by Mr A in his proposal, Principal Component Analysis is a well adapted framework for this class of problems. One part ...
• 3,652
6 votes
Accepted

### Why multiply a normal?

A normal is pointing outwards of a geometry perpendicular to its plane (in case of a vertex the mean of its connected edges/faces) and it has a length of 1. The Offset in the Set Position node is what ...
• 29.3k
5 votes
Accepted

### Align instances along curve

capture the curve tangent and use it as a vector input for the align euler to vector node
• 2,633
5 votes

### How do I calculate the normals of a point group?

There is a statistical technique called Principal Component Analysis (PCA) that fits this problem. It helps in data analysis by expressing the data in a new coordinate system that captures the ...
• 1,860
5 votes

### How do I calculate the normals of a point group?

I don't believe this is a solvable problem in its fully general form, where we can feed an algorithm a set of any points, in any order, in any position, and get the same face normal Blender provided ...
• 24.6k
5 votes
Accepted

### How to get Vector Length in the compositor?

Yup. Just transcribe the expression, and group it up:
• 76.5k
4 votes

### How do I automatically rotate and move a camera mapped texture?

You can use object properties to counter the rotation and movement of the object. For the simplest case, position the camera in top orthographic view, rotate the object around Z axis and move it (...
• 36.7k
4 votes

### How do I calculate the normals of a point group?

(Using Blender 3.6.5) This proposal is based on the Convex Hull node applied on a subset of the input geometry extracted with a Separate Geometry node. The sought normal per subset is the normal to ...
• 3,652
3 votes

### How do I calculate the normals of a point group?

We know that the general case can not be solved. But, we can try to do something if: all points of a group are not colinear the center point of a group is not at the same position as one point of ...
• 60.3k
3 votes
Accepted

### Rotation of instances aligned to curve tangent and normals of another object

You can for instance do: First orient leaves top (Z) along the surface normal. Then orient them to the curve tangent (rotating around the previous Z). And optionally add some random (-pi/2 to pi/2) ...
• 60.3k
3 votes
Accepted

### How to find the angle between surface normal and World Space Z up vector

We can find the green angle, in shader nodes, by taking the arccosine of the dot product of the world space normal and the world space up vector (which is, I imagine, 0,0,1, but if you're treating ...
• 24.6k
3 votes

### Why multiply a normal?

This group shows all the signs of having been created 'The Artist's Way', by improvisation, trial and error, so, from a mathematical point of view, your puzzlement is perfectly reasonable. Normals The ...
• 76.5k
3 votes
Accepted

### How do I automatically rotate and move a camera mapped texture?

Thanks to softyoda yoann's suggestion to use the UV project modifier I tried to use object mapping instead of window/camera mapping. Here's what I came up with: I've attached the cylinder to an ...
2 votes

### How do I automatically rotate and move a camera mapped texture?

Camera texture coordinates are meant for exactly what you show as current result. They are not meant for situations when you need the textures to move with the object. If you need the texture to move ...
• 24.4k
2 votes

### Is it possible to manipulate with coordinate systems in geonodes?

i want to multiply by 0 part of the velocity vector, that points from center of sphere1 to center of sphere2. The dot product of two normalized vectors is the projection of one vector onto the other (...
• 24.6k
2 votes

### rotating along directional vector producing unexpected result

The reason it doesn't work is because when the edges are converted to points, they don't have "edge vertices" anymore (as they are not "edges"). To fix this, you want to capture ...
• 1,615
2 votes

• 35.4k
1 vote

### How to Create Voronoi Texture with Vector Colors and Distance-Based Distortion in Blender

The Minimum operation of a Vector Math node performs component wise, using this will produce very short vectors with mingled coordinates. You need to compare the lengths of the vectors. First create a ...
• 3,384
1 vote
Accepted

### Is it possible to manipulate with coordinate systems in geonodes?

Let me first try to Steelman your question: This setup generates two balls and two arrows on the 2nd ball (called 'Sphere 2'). One, white arrow is just an arbitrary (random in this case) direction ...
• 36.7k

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