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				Related nodes. Attributes. 
 The Vector Product utility node lets you multiply a vector
 by another vector in several different ways.  The Vector Product
 node has three parts; two input attributes, an operator that is
 applied to the two input attributes, and an output attribute for
 holding the result of the operation.
 This node uses standard vector/matrix mathematics.  Say we have two
 input vectors, (a,b,c) and (d,e,f), and we are calculating the
 output vector (x, y, z).  The calculations are
 defined as follows:
 
 The Dot Product
 is useful for comparing the direction of two vectors.
 If you turn on "Normalize Output",  the Dot Product is actually
 the cosine of the angle between the two vectors.  A value of 1.0
 means the vectors point the same way.  A value of 0 means that
 they are at right angles to each other.  And a value of -1 means
 that the vectors point in opposite directions.
 Dot Product is defined as follows:
  
  Dot Product = (a*d) + (b*e) + (c*f)
  
  A dot product is a single value, so all three output values
  x, y and z will be set to the same thing.
 
 The Cross Product of two vectors gives you a new vector.  This
 new vector is guaranteed to be perpendicular (i.e. at
 right angles to) both of the input vectors.
 
 Cross Product is defined as follows:
 
    x = (b*f)-(c*e)
    y = (c*d)-(a*f)
    z = (a*e)-(b*d)
 
 Note: If you just want to do simple component-by-component
 combinations of your vectors (i.e., x = a*d, y=b*e, z=c*f)
 then you should use the Multiply Divide utility node instead
 of the Vector Product utility node.
 The Vector Matrix Product is useful for taking a vector
 in one coordinate space and moving it to another.  For example,
 if you have a vector in camera coordinate space, you can multiply
 it by the Xform Matrix attribute of the camera.  That will give
 you a new vector in world coordinate space.
 
 Similarly, the Point Matrix Product is useful for taking
 a point in one coordinate space and moving it to another.  For
 example, if you have a point in camera coordinate space, you can multiply
 it by the Xform Matrix attribute of the camera.  That will give
 you a new point in world coordinate space.
 
 Given an input vector (a, b, c) and an input matrix:
 
 A B C D
 E F G H
 I J K L
 M N O P
 
 
 Then Vector Matrix Product is defined as follows:
 
 x = (a*A) + (b*B) + (c*C)
 y = (a*E) + (b*F) + (c*G)
 z = (a*I) + (b*J) + (c*K)
 
 And the Point Matrix Product is defined as follows:
 
 x = (a*A) + (b*B) + (c*C) + D
 y = (a*E) + (b*F) + (c*G) + H
 z = (a*I) + (b*J) + (c*K) + L
 
 
 In the table below, important attributes have their names listed
 in bold in the description column.
This node is MP safe
| Node name | Parents | Classification | MFn type | Compatible function sets | 
|---|
| vectorProduct | shadingDependNode | utility/general:drawdb/shader/operation/vectorProduct | kVectorProduct | kBase kNamedObject
 kDependencyNode
 kVectorProduct
 | 
Related nodes
plusMinusAverage, reverse, chooser, choice, blend, blendTwoAttr, blendWeighted, blendDevice
Attributes (15)
input1, input1X, input1Y, input1Z, input2, input2X, input2Y, input2Z, matrix, normalizeOutput, operation, output, outputX, outputY, outputZ
| Long name (short name) | Type | Default | Flags | 
|---|
|  | 
| operation(op) | enum | 1 |     | 
|
|  | 
| input1(i1) | float3 | 0.0, 0.0, 0.0 |      | 
|
|  | 
|  | 
|  | 
|  | 
| input2(i2) | float3 | 0.0, 0.0, 0.0 |      | 
|
|  | 
|  | 
|  | 
|  | 
| matrix(m) | fltMatrix | identity |     | 
|
|  | 
| normalizeOutput(no) | bool | false |      | 
|
|  | 
| output(o) | float3 | 1.0, 0.0, 0.0 |   | 
|
| |  |  | outputX(ox) | float | 0.0 |   |  |
 | 
| |  |  | outputY(oy) | float | 0.0 |   |  |
 | 
| |  |  | outputZ(oz) | float | 0.0 |   |  |
 |