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ReferenceMaterial nodesProcedural › Patterns

Hexagon Pattern

A honeycomb: Edge Distance is 0 on the lines and grows to the middles, Cell Random is a number per hexagon.

Inputs

PinTypeStarts atNotes
UVpvec20–
Scalescalefloat6–

Outputs

PinType
Edge Distanceedgefloat
Cell Randomrandomfloat

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_edge = lib_hex(n1_uv * 6.0).z;    float n2_random = lib_hex(n1_uv * 6.0).w;    fragColor = vec4(vec3(n2_edge), 1.0);}

In a graph

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