ReferenceMaterial nodesProcedural › Shapes
Egg
An egg, wide at the bottom and narrower at the top.
ƒEgg
UV00Distance
Centre00
Size0.2
Top Radius0.08
Inputs
| Pin | Type | Starts at | Notes |
|---|---|---|---|
UVp | vec2 | 0 | – |
Centrecentre | vec2 | (0, 0) | – |
Sizesize | float | 0.2 | – |
Top Radiustop | float | 0.08 | – |
Outputs
| Pin | Type |
|---|---|
Distancedistance | float |
The code it becomes
What Studio writes for the graph below: a few lines of the material's shader, worked out for every pixel.
void mainImage(out vec4 fragColor, in vec2 fragCoord){ vec2 n1_uv = (vec2(fragCoord.x / iResolution.x, 1.0 - fragCoord.y / iResolution.y) * vec2(1.0, 1.0)); vec2 n1_centred = (vec2(fragCoord.x - 0.5 * iResolution.x, 0.5 * iResolution.y - fragCoord.y) / iResolution.y); vec2 n1_square = (vec2(fragCoord.x, iResolution.y - fragCoord.y) / iResolution.y); float n2_distance = plus_sdEgg(vec2((n1_uv - vec2(0.0, 0.0)).x, -(n1_uv - vec2(0.0, 0.0)).y), 0.2, 0.08); fragColor = vec4(vec3(n2_distance), 1.0);}In a graph
●UV
U Tiling1
V Tiling1Centred
Square UV
ƒEgg
UVDistance
Centre00
Size0.2
Top Radius0.08
◎Material OutputEnds here
Colour
Alpha1
Texture coordinates into the node, and the node into the material, as Studio draws them.
Related
Notes from the community
Written by creators and checked by the docs' editors. Not part of Motion's official reference.