Motion
Get Motion

ReferenceMaterial nodesUV

Ripple

Rings of waves moving out from a centre, bending what's behind.

UVripple

Inputs

PinTypeStarts atNotes
UVpvec20–
Centrecentrevec2(0, 0)–
Frequencyfrequencyfloat20–
Amountamountfloat0.02–
Speedspeedfloat2–

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 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 = (n1_uv + normalize((n1_uv - vec2(0.0, 0.0)) + 1e-5) * sin(length((n1_uv - vec2(0.0, 0.0))) * 20.0 - iTime * 2.0) * 0.02);    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.