ReferenceMaterial nodesProcedural › Noise
Domain Warp
Noise bent by noise: marbled, smoky shapes.
ƒDomain Warp
Position00
Scale3
Warp Amount1
Detail5
Inputs
| Pin | Type | Starts at | Notes |
|---|---|---|---|
Positionp | vec2 | 0 | – |
Scalescale | float | 3 | – |
Warp Amountwarp | float | 1 | – |
Detaildetail | float | 5 | – |
Outputs
| Pin | Type |
|---|---|
out | 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_out = plus_fbmS(n1_uv * 3.0 + vec2(plus_fbmS(n1_uv * 3.0, 5.0, 0.5), plus_fbmS(n1_uv * 3.0 + 5.2, 5.0, 0.5)) * 1.0 * 4.0, 5.0, 0.5); fragColor = vec4(vec3(n2_out), 1.0);}In a graph
●UV
U Tiling1
V Tiling1Centred
Square UV
ƒDomain Warp
Position
Scale3
Warp Amount1
Detail5
◎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.