Motion
Get Motion

ReferenceMaterial nodesUV

Polar to Cartesian

A point from how far out and which way round (angle 0 to 1).

UVfromPolar

Inputs

PinTypeStarts atNotes
Radiusradiusfloat0.3–
Angleanglefloat0–

Outputs

PinType
outvec2

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 n2_out = (vec2(cos(0.0 * 6.28318531), sin(0.0 * 6.28318531)) * 0.3);    fragColor = vec4(vec3(n2_out, 0.0), 1.0);}

In a graph

Texture coordinates into the node, and the node into the material, as Studio draws them.