Flow Map
Makes something flow along a direction for ever: sample a texture at a and at b and mix by blend.
ƒFlow Map
UV00UV A
Flow Direction0.10UV B
Speed0.5Blend
Inputs
| Pin | Type | Starts at | Notes |
|---|---|---|---|
UVuv | vec2 | 0 | – |
Flow Directionflow | vec2 | (0.1, 0) | – |
Speedspeed | float | 0.5 | – |
Outputs
| Pin | Type |
|---|---|
UV Aa | vec2 |
UV Bb | vec2 |
Blendblend | 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_a = (n1_uv - vec2(0.1, 0.0) * fract(iTime * 0.5)); vec2 n2_b = (n1_uv - vec2(0.1, 0.0) * fract(iTime * 0.5 + 0.5)); float n2_blend = abs(1.0 - 2.0 * fract(iTime * 0.5)); fragColor = vec4(vec3(n2_a, 0.0), 1.0);}In a graph
●UV
U Tiling1
V Tiling1Centred
Square UV
ƒFlow Map
UVUV A
Flow Direction0.10UV B
Speed0.5Blend
◎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.