Triangle Tile
Splits space into triangles: inTile within each cell, flip 1 in a cell's second triangle.
ƒTriangle Tile
UV00Tile UV
Scale6Flip
Inputs
| Pin | Type | Starts at | Notes |
|---|---|---|---|
UVp | vec2 | 0 | – |
Scalescale | float | 6 | – |
Outputs
| Pin | Type |
|---|---|
Tile UVinTile | vec2 |
Flipflip | float |
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_inTile = fract((vec2((n1_uv).x - (n1_uv).y * 0.57735, (n1_uv).y * 1.1547) * 6.0)); float n2_flip = step(1.0, fract((vec2((n1_uv).x - (n1_uv).y * 0.57735, (n1_uv).y * 1.1547) * 6.0)).x + fract((vec2((n1_uv).x - (n1_uv).y * 0.57735, (n1_uv).y * 1.1547) * 6.0)).y); fragColor = vec4(vec3(n2_inTile, 0.0), 1.0);}In a graph
●UV
U Tiling1
V Tiling1Centred
Square UV
ƒTriangle Tile
UVTile UV
Scale6Flip
◎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.