| Enable Vector X? | Enables/Disables the specific vector input. |
| Weight | Sets the weight the vector input has in the final output. This will be 1 by default. The output is generated as weighted average of all input vectors. This means that all vectors are simply added, and the resulting vector is divided by the sum of all weights. This also means that it doesn't matter if you set all weights at once to 1, or 1000, the result will be the same. Only the relative weight affects the outcome here. |
| Skew | Since this node was primarily written to make mixing bump vectors easier, this is a
function that is mainly intended for bump vectors - though you might come up with other
uses, of course. This value sets the amount of "Skewing" that is applied to the vector. The default of 1 will leave the vector exactly as it is. Increasing this value will push the vector away from the skew basis vector, and reducing it will pull the vector towards the skew basis. Setting this value to 0 will effectively make this input become the skew basis vector. This is similar to adjusting the Factor of a bump map generator. Increasing the value will give stronger bumps, while decreasing it will give weaker bumps. Note that the calculation is not perfect. The difference between a bumpmap with factor 10 and factor 20 will not be the same as the difference between a bumpmap with factor 10 and skew 1, and factor 10 and skew 2. It will be close enough however to be almost not discernable. |
| Skew Mode | Sets the skewing basis vector to be either the input value, or the surface normal. Since bump vectors normally use the surface normal as basis, you will mostly want to leave this at it's default. Should you use another basis vector for generating bump vectors in the bumpmap_generator node, however, you should also set the mode to "Use input vector" and plug the basis vector into the mixer's basis input. Otherwise, the skewing will yield odd results. |
| Basis | A vector input for an arbitrary skewing basis vector. Note that setting Skew Mode to "Use Surface Normal" and plugging the surface normal into this input will yield the same result. |