Math
Combines numbers with an arithmetic operation — two, or up to eight — or shapes one (sine, rounding, clamping…).
Output: number (live result on the card)
Inputs
| Handle | Type | Meaning |
|---|---|---|
| a | number | first operand |
| b | number | second operand |
| c … h | number | extra operands, added with + input (since 1.27) |
Unwired a and b use the values typed on the card.
More than two inputs
Since 1.27 Math takes up to eight inputs, named a to h. Press + input on the card to add a socket, and − on a row to remove that socket.
- With
add,sub,mul,div,minormax, Math combines every wired input left to right: 1 + 2 + 3 + 4 = 10, and 10 − 1 − 2 = 7. The other operations use only a and b, and the card greys the extra inputs out. - The extra inputs c to h have no typed-in value. An input with no wire is skipped, so an empty socket never multiplies your result by zero.
- Removing a socket moves the wires after it down one name: removing b turns c into b, so each wire stays on the same value. One Ctrl+Z puts it all back, and groups around the node update their sockets too.
Parameters
| Parameter | Default | Options |
|---|---|---|
| op | add | add, sub, mul, div, min, max, mod, pow, sin, cos, abs, round, floor, clamp, neg |
| a, b | 0, 0 | fallback fields on the card |
Division and modulo by zero return 0 instead of exploding; mod always returns a positive result.
Shaping one value (1.23)
These operations work on a; b is a setting, or is not used:
| op | Result |
|---|---|
pow |
a to the power b (aᵇ) |
sin / cos |
sin(a) or cos(a), times b — b = 0 counts as 1, so a fresh node gives plain sin(a) |
abs |
|a| |
round / floor |
a rounded to the nearest whole number / down |
clamp |
a kept between 0 and b (b of 0 or less = between 0 and 1) |
neg |
−a |
A HUD Button, On Game State or HUD Timer can be wired into a or b since 1.23 — see Value wires.
Practical example
Scale a slider into degrees of travel:
- Add a Slider (Min 0 / Max 10) and a Number set to 0.5.
- Add a Math node (op
mul); wire Slider → a, Number → b. - Wire Math → an Orbit node's radius input, and Orbit → an Object Selector targeting a moon object: the slider now sweeps the orbit radius from 0 to 5.
Tip
min/max double as one-sided clamps: wire a value into a and type the limit into b. For a
swing back and forth, wire a Time node into a of a sin node and set b to the size of the swing.