Đầu Vào -- Inputs¶

The inputs of the node are dynamic. Some inputs are only available in certain operations.For instance, the Addend đầu vào is only available in the Multiply Add operator.

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Giá Trị -- Value

Input Value. Trigonometric functions read this value as radians.

Addend

Input Addend.

Base

Input Base.

Exponent

Input Exponent.

Epsilon

Input Epsilon.

Distance

Input Distance.

Min

Input Minimum.

Max

Input Maximum.

Increment

Input Increment.

Scale

Input Scale.

Degrees

Input Degrees.

Radians

Input Radians.


Tính chất -- Properties¶

Thao Tác -- Operation

The mathematical operator khổng lồ be applied to lớn the đầu vào values:

FunctionsAdd

The sum of the two values.

Subtract

The difference between the two values.

Multiply

The product of the two values.

Divide

The division of the first value by the second value.

Multiply Add

The sum of the product of the two values with Addend.

Power

The Base raised khổng lồ the nguồn of Exponent.

Logarithm

The log of value with a Base as its base.

Square Root

The square root of the value.

Inverse Square Root

One divided by the square root of the value.

Absolute

The input value is read with without regard to lớn its sign. This turns negative values into positive values.

Exponent

Raises Euler"s number tothe power nguồn of the value.

ComparisonMinimum

Outputs the smallest of the input đầu vào values.

Maximum

Outputs the largest of two input values.

Less Than

Outputs 1.0 if the first value is smaller than the second value. Otherwise the output is 0.0.

Greater Than

Outputs 1.0 if the first value is larger than the second value. Otherwise the output is 0.0.

Sign

Extracts the sign of the input đầu vào value. All positive numberswill output 1.0. All negative numbers will output -1.0. And 0.0 will đầu ra 0.0.

Compare

Outputs 1.0 if the difference between the two input đầu vào values is less than or equal lớn Epsilon.

Smooth Minimum

Smooth Minimum.

Smooth Maximum

Smooth Maximum.

RoundingRound

Round the đầu vào value khổng lồ the nearest integer.

Floor

Rounds the input đầu vào value down lớn the nearest integer.

Ceil

Rounds the input đầu vào value up to the nearest integer.

Truncate

Outputs the integer part of the value.

Fraction

Fraction.

Modulo

Outputs the remainder once the first value is divided by the second value.

Wrap

Outputs a value between Min and Max based on the absolute difference betweenthe đầu vào value and the nearest integer multiple of Max less than the value.

Snap

Round the input đầu vào value to lớn down to the nearest integer multiple of Increment.

Ping-pong

The output value is moved between 0.0 and the Scale based on the input đầu vào value.

TrigonometricSine

The Sine of the đầu vào value.

Cosine

The Cosine of the input đầu vào value.

Tangent

The Tangent of the input value.

Arcsine

The Arcsine of the input đầu vào value.

Arccosine

The Arccosine of the input đầu vào value.

Arctangent

The Arctangent of the input đầu vào value.

Arctan2

Outputs the Inverse Tangentof the first value divided by the second value measured in radians.

Hyperbolic Sine

The Hyperbolic Sine of the đầu vào value.

Hyperbolic Cosine

The Hyperbolic Cosine of the input value.

Hyperbolic Tangent

The Hyperbolic Tangent of the input value.

ConversionTo Radians

Converts the input đầu vào from degrees khổng lồ radians.

To Degrees

Converts the input from radians lớn degrees.

Hạn Định -- Clamp

Limits the đầu ra to the range (0.0 to 1.0). See clamp.


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Minimum và maximum function example.¶


This example has one scene đầu vào by the vị trí cao nhất Render Layers node,which has a cube that is about 10 units from the camera.The bottom Render Layers node inputs a scenewith a plane that covers the left half of the view và is 7 units from the camera.Both are fed through their respective Map Value nodes khổng lồ divide the Z-buffer by 20(multiply by 0.05, as shown in the kích thước field)and clamped to be a min/max of 0.0/1.0 respectively.

For the minimum function,the node selects those Z values where the corresponding pixel is closer khổng lồ the camera;so it chooses the Z values for the plane and part of the cube.The background has an infinite Z value, so it is clamped to lớn 1.0 (shown as white).In the maximum example, the Z values of the cube are greater than the plane,so they are chosen for the left side, but the plane Render Layers Z are infinite(mapped lớn 1.0) for the right side, so they are chosen.


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Using sine function example.¶


This example has a Time node putting out a linear sequence from 0 lớn 1 over the course of 101 frames.At frame 25, the output đầu ra value is 0.25.That value is multiplied by 2 × pi (6.28) & converted lớn 1.0 by the Sine function,since (sin(2 × pi/ 4) = sin(pi/ 2) = +1.0).

Since the sine function can put out values between (-1.0 lớn 1.0),the Map Value node scales that to lớn 0.0 lớn 1.0 by taking the input (-1 lớn 1), adding 1(making 0 khổng lồ 2), & multiplying the result by one-half (thus scaling the output between 0 lớn 1).The default Color Ramp converts those values khổng lồ a gray-scale.Thus, medium gray corresponds khổng lồ a 0.0 output by the sine, đen to -1.0,and white to 1.0. As you can see, (sin(pi/ 2) = 1.0). Lượt thích having your own visual màu sắc calculator!Animating this node thiết đặt provides a smooth cyclic sequence through the range of grays.

Use this function lớn vary, for example,the alpha channel of an image to lớn produce a fading in/out effect.Alter the Z channel lớn move a scene in/out of focus.Alter a màu sắc channel value to lớn make a màu sắc "pulse".


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Scaling a channel example.¶


This example has a Math (Multiply) node increasing the luminance channel (Y)of the image to make it brighter. Chú ý that you should use a Map Value nodewith min() and max() enabled to lớn clamp the output to valid values.With this approach, you could use a logarithmic function to lớn make a high dynamic range image.For this particular example,there is also a Bright/Contrast node that might give simpler control over brightness.


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Posterization example.¶


In this example, we restrict the color values lớn be one of the six values: 0, 0.2, 0.4, 0.6, 0.8, 1.

To split up a continuous range of values between 0 and 1 to certain phối of values,the following function is used: (round(x × n - 0.5) / (n - 1)),where "n" is the number of possible output đầu ra values, and "x" is the input pixel color.Read more about this function.

To implement this function in glaskragujevca.net, consider the node setup above.We string the Math nodes into a function that takes each color (values from 0 lớn 1),multiplies it up by six, the desired number of divisions (values become from 0 to 6),offsets it by 0.5 (-0.5 lớn 5.5),rounds the value lớn the nearest whole number (produces 0, 1, 2, 3, 4, 5),and then divides the image pixel màu sắc by five (0.0, 0.2, 0.4, 0.6, 0.8, 1.0).

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In the case of a màu sắc image,you need split it into separate RGB channels using Separate/Combine RGBA nodesand perform this operation on each channel independently.