To Polar
Converts Cartesian X/Y/Z coordinates to spherical form: a radius (distance from origin), a phase (azimuthal angle as a 0–1 turn), and an elevation (polar angle as a 0–1 turn). Useful for analyzing or transforming positions in radial terms.
Inputs
| Port | Type | Default | Range | Description |
|---|---|---|---|---|
| X | Scalar | 0.0 | −1–1 | Cartesian X coordinate |
| Y | Scalar | 0.0 | −1–1 | Cartesian Y coordinate |
| Z | Scalar | 0.0 | −1–1 | Cartesian Z coordinate |
Outputs
| Port | Type | Description |
|---|---|---|
| R | Scalar | Distance from origin |
| Phase (θ) | Scalar | Azimuthal angle as a 0–1 turn |
| Elevation (φ) | Scalar | Polar angle as a 0–1 turn. 0 = north pole (+Z), 0.25 = equator (XY plane), 0.5 = south pole (−Z) |
Ideas
- Convert position to polar, modify the radius, angle, or elevation with math nodes, then convert back with From Polar for radial distortion effects.
- Extract the angle of a moving point to drive color or other parameters based on rotational position.
- Feed 3D content through To Polar, manipulate in spherical space, then back through From Polar for spherical warping effects.
Related
- From Polar: the inverse conversion (angle/radius/elevation to X/Y/Z)
- Arithmetic: modify radius, angle, or elevation values before converting back