Vector fields

A formula that returns an arrow, a direction and a length, at every point in space.

What it is

A vector field answers one question everywhere: which way, and how hard?

Ask it at any point and it returns an arrow. The direction is where to go, the length is how strongly. Wind blowing left to right, water swirling down a drain, heat rising off a surface: all vector fields.

Like every Fields, it is a formula rather than stored data. Nothing is baked into a grid until something asks, so there is no fixed resolution and no memory cost. Sample it at a million points or one and it is the same field.

A vector field is the close cousin of a Scalar fields (one number per point) and a Colour fields (a colour per point). Same idea, different payload.

An arrow needs three numbers, an x, y and z amount, so a vector field lives in 3D. In a flat 2D scene the third amount stays at zero.

When to use one

Use a vector field to push, flow, or steer something.

How to use it

Make one. The Vector Field node generates nothing on its own. It is an operator over whatever you wire into Source, and what it does comes from the type of that wire rather than from a mode you pick first. A fresh node with nothing wired returns zero everywhere.

Each reading control appears only while its own type is wired, so there is never a dropdown on screen that cannot apply.

The Source dropdown is a shortcut, not a mode list. Pick Noise and a Noise node is dropped in already wired here; Radial, Vortex and Constant each drop in a Force Field set up as a point attractor, a rotation around an axis, or a uniform push. What arrives is a real node, so its centre, axis and falloff are edited there.

Combine them. Add fields together, blend between two, or scale one up. Layering a little turbulence over a steady wind gives gusty motion.

Read it. Anything downstream samples the field at its own points: a particle at its position, a displace at each vertex, a sample node onto a collection.

A force field and a vector field are the same thing seen from two sides. A directional, point, vortex or turbulence force is a vector field with a falloff envelope around it, so you can build a force or build a raw field and wire it in as one.

Gotcha

Most vector fields are pure formulas and run anywhere. Two do not: flow from a pen stroke and surface normals off a mesh have no direct GPU form, so they are baked into a grid before the GPU can use them, which pins the field to a resolution at that moment. A texture or a Volume is already a GPU texture and is sampled in place, with no bake and no second resolution.

Rasterize bakes the field to a raster at a resolution you set. It only bites on the readings that actually differentiate, the gradients and the curl. A decode, a stroke flow, surface normals and a passed-through field emit their field directly and ignore the toggle.

The arrow has a length as well as a direction. A push that feels too weak or too violent is usually a question of Strength, not of the field's shape. Strength hides itself on the three wirings it cannot affect, surface normals, a lifted force field, and the Pass Through vector reading, because those conversions carry no magnitude of their own.

See also