Material nodes
Every node Studio's material graphs are built from: 368 of them. A material graph becomes a shader: each node is a few lines of it, worked out for every pixel.
How to use them: Materials.
Audio 16
- Beatbeat
- Beat PhasetempoPhase
- Beat TimebeatTime
- Loudnessloudness
- Onsetonset
- Peak HoldpeakHold
- Pitch ColourpitchColour
- Respond to Soundrespond
- Sound Bandband
- Sound Levelsaudio
- Sound NoisesoundNoise
- Spectrumspectrum
- Spectrum BarssoundBars
- Spectrum RingsoundRing
- Waveformwaveform
- Waveform LinesoundLine
Colour 43
- Adjust Colouradjust
- Alpha OveralphaOver
- Black and WhiteblackWhite
- Blendblend
- Channel MixerchannelMixer
- Colour BalancecolourBalance
- Colour PalettepaletteNode
- Colour RampgradientRamp
- Colour Temperaturewarmth
- Contrastcontrast
- Cosine Palettepalette
- Desaturatesaturation
- Ditherdither
- Duotoneduotone
- Exposureexposure
- Gammagamma
- Gradient MapgradientMap
- HSL to RGBhsl2rgb
- HSV to RGBhsv
- HSV to RGBhsv2rgb
- Hue ShifthueShift
- Lerp OKLCHlerpOklch
- Levelslevels
- Linear to sRGBtoSrgb
- LuminancebrightnessOf
- OKLab to RGBoklab2rgb
- Posterize ColourpaletteSnap
- Premultiply Alphapremultiply
- Replace ColourreplaceColour
- RGB CurvesrgbaCurves
- RGB to HSLrgb2hsl
- RGB to HSVrgb2hsv
- RGB to OKLabrgb2oklab
- Sepiasepia
- Split ToningsplitToning
- sRGB to LineartoLinear
- Step RampstepRamp
- Three Colour Blendgradient3
- Thresholdthreshold
- Tinttint
- Unpremultiply Alphaunpremultiply
- Vibrancevibrance
- White BalancewhiteBalance
Constants 14
- AngleangleConst
- Colourcolour
- Colour with AlphacolourAlpha
- Constantconstant
- Golden Ratiogolden
- HDR ColourhdrColour
- Integerinteger
- Numbernumber
- Pipi
- Tautau
- True or FalsetrueFalse
- Vector 2point
- Vector 3vector3
- Vector 4vector4
Graph 5
Input 8
- Click RippleclickRipple
- Last Click PositionlastClick
- Pointerpointer
- Pointer DirectionpointerAngle
- Pointer MasknearPointer
- Pointer Over LayeroverLayer
- Pointer PressedpointerPressed
- Time Since ClickclickAge
Math 74
- Absoluteabsolute
- Addadd
- AllallNode
- AndandNode
- AnyanyNode
- Averageaverage
- Biasbias
- Ceilceiling
- Circle Maskcircle
- ClampclampIt
- Comparecompare
- Cubecube
- CurvecurveNode
- Dividedivide
- Easeease
- Ease Backback
- Ease Bouncebounce
- Ease Elasticelastic
- Ease IneaseIn
- Ease In OuteaseInOut
- Ease OuteaseOut
- Ease Springspring
- Exponentialexponent
- Exponential 2exp2n
- Floorfloor
- Fractionfraction
- Gaingain
- In Rangebetween
- Inverse LerpinverseLerp
- Inverse Square RootinvSqrt
- Is Nearly ZeroisZero
- Lerplerp
- Lerp Colourgradient
- Loglogarithm
- Log 2log2n
- Max of Threemax3
- Maximummaximum
- Min of Threemin3
- Minimumminimum
- Modulomodulo
- Multiplymultiply
- Nearly EqualapproxEq
- Negatenegate
- NotnotNode
- One MinusoneMinus
- One Minusinvert
- OrorNode
- Ping-PongpingPong
- Posterizeposterize
- Powerpower
- Pulse WavepulseTrain
- Reciprocalreciprocal
- Rectanglerectangle
- Remapremap
- Roundround
- Saturatesaturate
- Sawtooth Wavesawtooth
- Set AlphasetAlpha
- Signsign
- Smooth MaximumsoftMax
- Smooth MinimumsoftMin
- Smootherstepsmoother
- Smoothstepsmooth
- Snapsnap
- Squaresquare
- Square RootsquareRoot
- Square WavesquareWave
- StepstepIt
- Subtractsubtract
- Triangle WavetriangleWave
- Truncatetruncate
- WavewaveShape
- Wraprepeat
- XorxorNode
Math › Trigonometry 13
- Arccosineacos
- Arcsineasin
- Arctangentatan1
- Arctangent2angleOf
- Cosinecosine
- Degrees to RadianstoRadians
- Hyperbolic Cosinecosh
- Hyperbolic Sinesinh
- Hyperbolic Tangenttanh
- Lerp AnglelerpAngle
- Radians to DegreestoDegrees
- Sinesine
- Tangenttangent
Math › Vector 10
- Cross Productcross
- Distancedistance
- Distance SquareddistanceSq
- Dot Productdot
- Face ForwardfaceForward
- Lengthlength
- Matrix 2x2 MultiplymatMul2
- Normalizenormalize
- Reflectreflect
- Refractrefract
Output 1
Parameters 2
Post Process 22
- Alpha OutlineoutlineAlpha
- ASCIIascii
- Bloom TapbloomTap
- Chromatic AberrationcolourSplit
- CRT CurvecrtCurve
- Dot MatrixdotMatrix
- Edge GlowedgeGlow
- Film Graingrain
- Frostfrost
- Glitch BlocksglitchBlocks
- God RaysgodRays
- Heat HazeheatHaze
- Lens DirtlensDirt
- Light LeaklightLeak
- Night VisionnightVision
- Old FilmoldFilm
- Rain on GlassrainGlass
- Scanlinesscanlines
- Thermal Visionthermal
- TonemaptoneMap
- VHSvhs
- Vignettevignette
Procedural › Noise 18
- Curl NoisecurlNoise
- Domain WarpdomainWarp
- Fibre Noisefibres
- Flow NoiseflowNoise
- Fractal Noiseclouds
- Gradient Noise 3Dnoise3
- Interleaved Gradient NoiseblueNoise
- Lava Noiselava
- Looping NoiseloopNoise
- Noisenoise
- Randomrandom
- Ridged Noiseridged
- Simplex Noisesimplex
- Turbulenceturbulence
- Value NoisevalueNoise
- Voronoicells
- Voronoi EdgesvoronoiEdges
- Voronoi F1 and F2voronoiF2
Procedural › Patterns 24
- Brick Patternbricks
- Causticscaustics
- Checkerboardchecker
- Concentric Ringsrings
- Dash Patterndashes
- Diamond Patterndiamonds
- Dot Patterndots
- Fish Scalesscales
- Grid LinesgridLines
- Halftonehalftone
- Hexagon Patternhexagons
- Marblemarble
- Maze Patternmaze
- Moire Patternmoire
- Plasmaplasma
- Spiral Patternspiral
- Starfieldstarfield
- Stripe Patternstripes
- Sunburstsunburst
- Triangle GridtriGrid
- Truchet Patterntruchet
- Weave Patternweave
- Wood Ringswood
- Zigzag Patternzigzag
Procedural › Shapes 30
- Arcarc
- Bezier Curvebezier
- Capsulecapsule
- Cross ShapecrossShape
- Drop ShadowdropShadow
- Eggegg
- Ellipseellipse
- Glowglow
- Heartheart
- Hexagonhexagon
- Inner ShadowinnerShadow
- Intersectintersect
- Lineline
- Moonmoon
- Oniononion
- Outlineoutline
- Piepie
- Polygonpolygon
- Repeat ShaperepeatShape
- Ringring
- Round EdgesroundEdges
- Rounded RectangleroundRect
- Shape to MaskshapeMask
- Smooth IntersectsmoothIntersect
- Smooth SubtractsmoothSubtract
- Smooth UnionsmoothUnion
- Starstar
- Subtract ShapesubtractShape
- Triangletriangle
- Unionunion
Shading 15
- Bevelbevel
- Diffusediffuse
- Fresnelfresnel
- Height OcclusionfakeAO
- Height ShadowheightShadow
- Iridescenceiridescence
- Matcap UVmatcap
- Normal from HeightnormalFromHeight
- Point Light 2Dlight2d
- Reflectionreflection
- Rim LightrimLight
- Sparkleglint
- Specularspecular
- Thin FilmthinFilm
- Wrap Lightingsubsurface
Texture 18
- Alpha MaskalphaMask
- Box BlurboxBlur
- Chroma KeychromaKey
- Directional BlurdirectionalBlur
- Displacedisplace
- Edge DetectpictureEdges
- Embossemboss
- Flipbookflipbook
- Kuwaharakuwahara
- Luma KeylumaKey
- Radial BlurradialBlur
- Sample Texturepicture
- Sample Texture BlurredpictureBlur
- Sample Texture LODpictureLod
- Sharpensharpen
- Texture SizepictureSize
- Tile TexturetilePicture
- Zoom BlurzoomBlur
Time 11
- Datedate
- Day ProgressdayProgress
- Delta TimeframeTime
- Frame CountframeCount
- Looping Timeloop
- Ping-Pong TimepingPongTime
- Stepped TimesteppedTime
- Timetime
- Time of Dayclock
- Time OffsettimeOffset
- Wobblewobble
UV 34
- Aspect RatioaspectRatio
- Barrel Distortionbarrel
- Bulgebulge
- Drostedroste
- Fisheyefisheye
- Flow MapflowMap
- Hex TilehexTile
- Kaleidoscopekaleidoscope
- Layer BoundslayerBounds
- Layer to ScreenlayerToScreen
- Log PolarlogPolar
- Mirrormirror
- Mirror TilemirrorTile
- Pinchpinch
- Pixelatepixelate
- Pointer Parallaxparallax
- Polar Coordinatespolar
- Polar to CartesianfromPolar
- Random Tile OffsetrandomOffset
- Rippleripple
- Rotaterotate
- Rotate Around PointrotateAround
- Screen PositionpixelPos
- Screen Sizescreen
- Screen to LayerscreenToLayer
- Shearshear
- Spherizespherize
- Tiletile
- Tiling and OffsetscaleMove
- Triangle TiletriTile
- Twirltwirl
- UVcoords
- Warpwarp
- Wrap EdgeswrapEdges
Utility 10
Notes from the community
Written by creators and checked by the docs' editors. Not part of Motion's official reference.