Motion
Get Motion

ReferenceMaterial nodesUV

Hex Tile

Splits space into hexagons: inTile from the hexagon's middle, which names it.

UVhexTile

Inputs

PinTypeStarts atNotes
UVpvec20–
Scalescalefloat6–

Outputs

PinType
Tile UVinTilevec2
Tile Indexwhichvec2

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 = (dot((mod((n1_uv * 6.0), vec2(1.0, 1.7320508)) - vec2(1.0, 1.7320508) * 0.5), (mod((n1_uv * 6.0), vec2(1.0, 1.7320508)) - vec2(1.0, 1.7320508) * 0.5)) < dot((mod((n1_uv * 6.0) - vec2(1.0, 1.7320508) * 0.5, vec2(1.0, 1.7320508)) - vec2(1.0, 1.7320508) * 0.5), (mod((n1_uv * 6.0) - vec2(1.0, 1.7320508) * 0.5, vec2(1.0, 1.7320508)) - vec2(1.0, 1.7320508) * 0.5)) ? (mod((n1_uv * 6.0), vec2(1.0, 1.7320508)) - vec2(1.0, 1.7320508) * 0.5) : (mod((n1_uv * 6.0) - vec2(1.0, 1.7320508) * 0.5, vec2(1.0, 1.7320508)) - vec2(1.0, 1.7320508) * 0.5));    vec2 n2_which = floor(((n1_uv * 6.0) - (dot((mod((n1_uv * 6.0), vec2(1.0, 1.7320508)) - vec2(1.0, 1.7320508) * 0.5), (mod((n1_uv * 6.0), vec2(1.0, 1.7320508)) - vec2(1.0, 1.7320508) * 0.5)) < dot((mod((n1_uv * 6.0) - vec2(1.0, 1.7320508) * 0.5, vec2(1.0, 1.7320508)) - vec2(1.0, 1.7320508) * 0.5), (mod((n1_uv * 6.0) - vec2(1.0, 1.7320508) * 0.5, vec2(1.0, 1.7320508)) - vec2(1.0, 1.7320508) * 0.5)) ? (mod((n1_uv * 6.0), vec2(1.0, 1.7320508)) - vec2(1.0, 1.7320508) * 0.5) : (mod((n1_uv * 6.0) - vec2(1.0, 1.7320508) * 0.5, vec2(1.0, 1.7320508)) - vec2(1.0, 1.7320508) * 0.5))) * vec2(2.0, 1.1547005) + 0.5);    fragColor = vec4(vec3(n2_inTile, 0.0), 1.0);}

In a graph

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