Random Tile Offset
Tiles with each tile slid by a random amount, so repeats don't show.
ƒRandom Tile Offset
UV00Tile UV
Tiling6Tile Index
Amount0.5
Inputs
| Pin | Type | Starts at | Notes |
|---|---|---|---|
UVp | vec2 | 0 | – |
Tilingcount | float | 6 | – |
Amountamount | float | 0.5 | – |
Outputs
| Pin | Type |
|---|---|
Tile UVout | vec2 |
Tile Indexwhich | vec2 |
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); vec2 n2_out = fract(n1_uv * 6.0 + lib_hash2(floor(n1_uv * 6.0)) * 0.5); vec2 n2_which = floor(n1_uv * 6.0); fragColor = vec4(vec3(n2_out, 0.0), 1.0);}In a graph
●UV
U Tiling1
V Tiling1Centred
Square UV
ƒRandom Tile Offset
UVTile UV
Tiling6Tile Index
Amount0.5
◎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.