Polar Coordinates
How far from 0 and which way round, angle from 0 to 1 starting along -x.
ƒPolar Coordinates
UV00Radius
Angle
Coordinates
Inputs
| Pin | Type | Starts at | Notes |
|---|---|---|---|
UVp | vec2 | 0 | – |
Outputs
| Pin | Type |
|---|---|
Radiusradius | float |
Angleangle | float |
Coordinatescoords | vec2 |
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_radius = length(n1_uv); float n2_angle = (atan((n1_uv).y, (n1_uv).x) / 6.28318531 + 0.5); vec2 n2_coords = vec2((atan((n1_uv).y, (n1_uv).x) / 6.28318531 + 0.5), length(n1_uv)); fragColor = vec4(vec3(n2_radius), 1.0);}In a graph
●UV
U Tiling1
V Tiling1Centred
Square UV
ƒPolar Coordinates
UVRadius
Angle
Coordinates
◎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.