Motion
Get Motion

ReferenceMaterial nodesTime

Time

Seconds since the scene started, at a speed; Wave goes smoothly from 0 to 1 and back.

Timetime

Inputs

PinTypeStarts atNotes
Speedspeedfloat1–

Outputs

PinType
secondsfloat
Wavewavefloat

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){    float n2_seconds = (iTime * 1.0);    float n2_wave = (0.5 + 0.5 * sin(iTime * 1.0));    fragColor = vec4(vec3(n2_seconds), 1.0);}

In a graph

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