Motion
Get Motion

ReferenceMaterial nodesMath › Vector

Face Forward

The normal, turned round if needed so it faces against the incoming direction.

Math › VectorfaceForward

Inputs

PinTypeStarts atNotes
Normalnormalvec3(0, 0, 1)–
Incidentincidentvec3(0, 0, -1)–
Referencereferencevec3(0, 0, 1)–

Outputs

PinType
outvec3

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){    vec3 n2_out = faceforward(vec3(0.0, 0.0, 1.0), vec3(0.0, 0.0, -1.0), vec3(0.0, 0.0, 1.0));    fragColor = vec4(n2_out, 1.0);}

In a graph

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