ReferenceMaterial nodesProcedural › Shapes
Bezier Curve
A curved line from one point to another, bent towards a control point.
ƒBezier Curve
UV00Distance
Start-0.30
Control Point00.3
End0.30
Width0.01
Inputs
| Pin | Type | Starts at | Notes |
|---|---|---|---|
UVp | vec2 | 0 | – |
Startfrom | vec2 | (-0.3, 0) | – |
Control Pointcontrol | vec2 | (0, 0.3) | – |
Endto | vec2 | (0.3, 0) | – |
Widthwidth | float | 0.01 | – |
Outputs
| Pin | Type |
|---|---|
Distancedistance | 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); float n2_distance = (plus_sdBezier(n1_uv, vec2(-0.3, 0.0), vec2(0.0, 0.3), vec2(0.3, 0.0)) - 0.01); fragColor = vec4(vec3(n2_distance), 1.0);}In a graph
●UV
U Tiling1
V Tiling1Centred
Square UV
ƒBezier Curve
UVDistance
Start-0.30
Control Point00.3
End0.30
Width0.01
◎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.