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ReferenceMaterial nodesProcedural › Shapes

Smooth Subtract

A with b cut out, the cut's edges blended softly.

Procedural › ShapessmoothSubtract

Inputs

PinTypeStarts atNotes
Aafloat1–
Bbfloat1–
Smoothnesssoftnessfloat0.05–

Outputs

PinType
Distancedistancefloat

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){    float n2_distance = plus_smax(1.0, -(1.0), 0.05);    fragColor = vec4(vec3(n2_distance), 1.0);}

In a graph

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