Topics for v2.x

Topics for v1.x

Nodes

Color

HSLAToColor

Converts a Hue, Saturation, Lightness and alpha component to a color

Input ports

NameTypeDescription
Hue Float The 'real' color. In degrees
Saturation Float The saturation of the color.
Lightness Float The lightness of the color
Alpha Float The alpha color component

Ouput ports

NameTypeDescription
Color Color Color

HSVAToColor

Converts a Hue, Saturation, Value and alpha component to a color

Input ports

NameTypeDescription
Hue Float The 'real' color. In degrees
Saturation Float The saturation of the color. Can be though of as the purity of the color. 0.0 is grey and 1.0 is a 'pure' color
Value Float The brightness of the color
Alpha Float The alpha color component

Ouput ports

NameTypeDescription
Color Color Color

RGBAToColor

Combines a red, green, blue and alpha component to a color

Input ports

NameTypeDescription
Red Float The red color component
Green Float The green color component
Blue Float The blue color component
Alpha Float The alpha color component

Ouput ports

NameTypeDescription
Color Color Color

Effect

BasicEffect

A basic effect with a texture

Input ports

NameTypeDescription
Texture Texture Texture
DepthTest Bool Test any written values against the depth buffer
DepthWrite Bool Write to the depth buffer when rendering new objects
AALine Bool Antialiased line
AlphaBlend Bool Alpha blend
SrcBlend enum Source blend mode
Enum values:
  • Zero
  • One
  • Source Color
  • Destination Color
  • Inverse Source Color
  • Inverse Destination Color
  • Source Alpha
  • Destination Alpha
  • Inverse Source Alpha
  • Inverse Destination Alpha
  • Source Alpha Saturate
DstBlend enum Destination blend mode
Enum values:
  • Zero
  • One
  • Source Color
  • Destination Color
  • Inverse Source Color
  • Inverse Destination Color
  • Source Alpha
  • Destination Alpha
  • Inverse Source Alpha
  • Inverse Destination Alpha
  • Source Alpha Saturate
CullMode enum Cull mode
Enum values:
  • None
  • Cull forward facing polygons
  • Cull backward facing polygons

Ouput ports

NameTypeDescription
Effect Effect Effect

Shader

A customer cgfx shader

Input ports

NameTypeDescription
DepthTest Bool Test any written values against the depth buffer
DepthWrite Bool Write to the depth buffer when rendering new objects
AALine Bool Draw lines using antialiasing.\nAlso set SrcBlend to 'Source Alpha' when enabling this
SrcBlend enum Source blend mode
Enum values:
  • Zero
  • One
  • Source Color
  • Destination Color
  • Inverse Source Color
  • Inverse Destination Color
  • Source Alpha
  • Destination Alpha
  • Inverse Source Alpha
  • Inverse Destination Alpha
  • Source Alpha Saturate
DstBlend enum Destination blend mode
Enum values:
  • Zero
  • One
  • Source Color
  • Destination Color
  • Inverse Source Color
  • Inverse Destination Color
  • Source Alpha
  • Destination Alpha
  • Inverse Source Alpha
  • Inverse Destination Alpha
  • Source Alpha Saturate
CullMode enum Cull mode
Enum values:
  • None
  • Cull forward facing polygons
  • Cull backward facing polygons
In1 Vector Input vector 1
In2 Vector Input vector 2
In3 Vector Input vector 3
Color1 Color Input color 1
Color2 Color Input color 2
Shader String
RandomSeed Int Random seed to be used by the rand() and srand() functions
Expression String Preprocessing expression. Inputs are the same as the node inputs in1.x, in2.y and so on. There is also time,deltatime,perm (Not reset for the life of the node. Initial value 0) and permrand (Not reset for the life of the node. Initial value 0.0-1.0). Before the input values will be set they can be changed using this expression. Use this to moving an expression like 'sin(time)' from the vertex/pixel shader. Please see the website for detailed description of this port.
Texture1 Texture Texture 1
Texture2 Texture Texture 2
Texture3 Texture Texture 3

Ouput ports

NameTypeDescription
Effect Effect Effect

Game

Asteroids

A self playing asteroids game

Input ports

NameTypeDescription
Width Float Width of asteroid field
Height Float Height of asteroid field
NumAsteroids Int Number of asteroids
NumFragments Int Number of fragments a large asteroid gets split into
LevelTime Float How long to wait before we reset the whole level (sec)
Effect Effect Effect
ShipCol Color Color of the ship
BulletCol Color Color of the bullets
AsteroidCol Color Color of the asteroids
AdjustForAspect Bool Adjust the width and height depending on the screen aspect

Ouput ports

NameTypeDescription
Object Object Object

PingPong

A autoplaying ping pong game

Input ports

NameTypeDescription
Effect Effect Effect
Width Float Width of playing field
Height Float Height of playing field
BallCol Color Color of the ball
Paddle1Col Color Color of paddle 1
Paddle2Col Color Color of paddle 2
BallSize Vector Size of the ball
Paddle1Size Vector Size of paddle 1
Paddle2Size Vector Size of paddle 2
AdjustForAspect Bool Adjust the width and height depending on the screen aspect

Ouput ports

NameTypeDescription
Object Object Object

Math

Expression

Math expression evaluator. Please see the website for a detailed description of this node

Input ports

NameTypeDescription
In1 Float Input value 1
In2 Float Input value 2
In3 Float Input value 3
In4 Float Input value 4
In5 Float Input value 5
RandomSeed Int Random seed to be used by the rand() and srand() functions
Expression String Expression to be evaluated. Inputs are in1,in2,in3,in4,in5,time(local or scene), scenetime (always scene runtime), deltatime (not correct when connected to local port), perm (Not reset for the life of the node. Initial value 0) and permrand (Not reset for the life of the node. Initial value 0.0-1.0).. Outputs are named out1,out2 and out3. Please see the website for detailed description of this port. Some of the allowed values are abs, mod, min, max, sqrt, sin, cos, tan, atan, log, lb, exp, ceil, floor, deg, rad, if, select, equal, above, below, clip, clamp, and, or, not.

Ouput ports

NameTypeDescription
Out1 Float Computed value
Out2 Float Computed value
Out3 Float Computed value

Rotator

Computes rotation values

Input ports

NameTypeDescription
StartRotX Float Initial rotation along X axis
StartRotY Float Initial rotation along Y axis
StartRotZ Float Initial rotation along Z axis
RotSpeedX Float Rotation speed along X axis (Rotations/minute)
RotSpeedY Float Rotation speed along Y axis (Rotations/minute)
RotSpeedZ Float Rotation speed along Z axis (Rotations/minute)

Ouput ports

NameTypeDescription
RotX Float Rotation along X axis
RotY Float Rotation along Y axis
RotZ Float Rotation along Z axis

SignalGenerator

Creates a wave form value of various types including sin, square, triangle, saw tooth and random. Generated values range from -1 to 1. Change the offset and amplitude to change this

Input ports

NameTypeDescription
WaveformType enum The type of waveform to create
Enum values:
  • Sine
  • Square
  • Triangle
  • Sawtooth
  • Random
Frequency Float Frequency of the waveform
Phase Float Phase of the waveform. Moves the waveform along the time axis
Offset Float Offset of the waveform. Move the waveform along the 'y' axis
Amplitude Float Amplitude/strength of the waveform
Invert Bool Invert the waveform

Ouput ports

NameTypeDescription
Value Float Computed value

Sin

Sin math function. NOTE: This node is depricated. Use SignalGenerator instead

Input ports

NameTypeDescription
Min Float Min value
Max Float Max value
Offset Float Offset
Frequency Float Frequency of the wave

Ouput ports

NameTypeDescription
Value Float Computed value

Mesh

CloneMesh

Clones a mesh

Input ports

NameTypeDescription
NumClones Int Number of clones to create
PosChange Vector Change in position per cloned mesh
RotChange Vector Change in rotation per cloned mesh
ScaleChange Vector Change in scale per cloned mesh
Mesh Mesh Mesh

Ouput ports

NameTypeDescription
Mesh Mesh Mesh

CloneMeshExpression

Clones a mesh using an expression

Input ports

NameTypeDescription
NumObjectsX Int Number of objects to create in X
NumObjectsY Int Number of objects to create in Y
NumObjectsZ Int Number of objects to create in Z
In1 Float Input value 1
In2 Float Input value 1
In3 Float Input value 1
In4 Float Input value 1
In5 Float Input value 1
RandomSeed Int Random seed to be used by the rand() and srand() functions
Expression String Expression to be evaluated for each cloned object. x/y/z contains the index of the current object. numobjectsx/y/z is the number of objects in each axis. Output values are pos.x, pos.y, pos.z, rot.x, rot.y, scale.x, scale.y, scale.z, rot.z, col.r, col.g, col.b, col.a. Please see the website for detailed description of this port.
Mesh Mesh Mesh to clone

Ouput ports

NameTypeDescription
Mesh Mesh Mesh

Cone

A cone

Input ports

NameTypeDescription
Radius Float Radius
Height Float Height
NumSegments Int Number of segments
ScaleU Float Scale of texture U
ScaleV Float Scale of texture V

Ouput ports

NameTypeDescription
Mesh Mesh Mesh

Cube

A cube

Input ports

NameTypeDescription
Size Vector Cube size
ScaleU Float Scale of texture U
ScaleV Float Scale of texture V

Ouput ports

NameTypeDescription
Mesh Mesh Mesh

Cylinder

A cylinder

Input ports

NameTypeDescription
Radius Float Radius
RadiusScaleTop Float Scale adjustment of top ring
RadiusScaleBottom Float Scale adjustment of bottom ring
Height Float Height
NumSegments Int Number of segments
ScaleU Float Scale of texture U
ScaleV Float Scale of texture V
Capped Bool Put caps on the top and bottom of the cylinder

Ouput ports

NameTypeDescription
Mesh Mesh Mesh

Disc

Creates a disc mesh

Input ports

NameTypeDescription
OuterRadius Float Radius of the outer ring
InnerRadius Float Radius of the inner ring
NumSegments Int Number of segments
End Float Where the disc should end if we shouldn't create a complete disc
ScaleU Float Scale of texture U
ScaleV Float Scale of texture V

Ouput ports

NameTypeDescription
Mesh Mesh Mesh

Plane

A 2d plane

Input ports

NameTypeDescription
Width Float Width
Height Float Height
TesselateW Int Width tessellation
TesselateH Int Height tessellation
ScaleU Float Scale of texture U
ScaleV Float Scale of texture V

Ouput ports

NameTypeDescription
Mesh Mesh Mesh

Sphere

A sphere

Input ports

NameTypeDescription
Radius Float Radius
NumRings Int Number of rings
NumSegments Int Number of segments
ScaleU Float Scale of texture U
ScaleV Float Scale of texture V

Ouput ports

NameTypeDescription
Mesh Mesh Mesh

Torus

A torus. Can also be twisted into a knot

Input ports

NameTypeDescription
SubAxis Int Subdivisions axis
SubHeight Int Subdivisions height
Radius Float Radius
Thickness Float Thickness
Clumps Int Number of clones to create
ClumpOffset Float Offset of the clumps
ClumpScale Float Scale of a clumps
IsPQTorus Bool Toggle if the torus is a PQ torus. If false P & Q values are ignored
P Float P. Make sure IsPQTorus is set to true to enable this value
Q Float Q. Make sure IsPQTorus is set to true to enable this value
ScaleU Float Scale of texture U
ScaleV Float Scale of texture V

Ouput ports

NameTypeDescription
Mesh Mesh Mesh

TransformMesh

Transforms and combines 1 to 5 meshes using the same transformation

Input ports

NameTypeDescription
Pos Vector Position of mesh
Rot Vector Rotation of mesh
Scale Vector Scale of mesh
Mesh1 Mesh Mesh 1
Mesh2 Mesh Mesh 2
Mesh3 Mesh Mesh 3
Mesh4 Mesh Mesh 4
Mesh5 Mesh Mesh 5

Ouput ports

NameTypeDescription
Mesh Mesh Mesh

Music

Beat

Detects the beat in the currently playing music and output its as a value going from 0.0 to 1.0

Input ports

NameTypeDescription
NoMusic Float Value to use if no music is playing
Amplification Float How much to amplify the values
Min Float Minimum value
Max Float Maximum value

Ouput ports

NameTypeDescription
BeatStrength Float The strength of the current beat

Spectrum

The current music as a spectrum

Input ports

NameTypeDescription
NoMusicLeft Float Value to use if no music is playing
NoMusicRight Float Value to use if no music is playing
NoMusicMono Float Value to use if no music is playing
Amplification Float How much to amplify the values

Ouput ports

NameTypeDescription
Mono Float Spectrum values for the left+right channel
LeftChannel Float Spectrum values for the left channel
RightChannel Float Spectrum values for the right channel

Waveform

The waveform of the music in the range -1.0 to 1.0

Input ports

NameTypeDescription
NoMusicLeft Float Value to use if no music is playing
NoMusicRight Float Value to use if no music is playing
NoMusicMono Float Value to use if no music is playing
Amplification Float How much to amplify the values

Ouput ports

NameTypeDescription
Mono Float Waveform values for the left+right channel
LeftChannel Float Waveform data for the left channel
RightChannel Float Waveform data for the right channel
AvgLeftChannel Float Average of the waveform data for the left channel
AvgRightChannel Float Average of the waveform data for the right channel

Nature

Fluid2d

A 2d fluid simulation. Based on work by Grant Kot

Input ports

NameTypeDescription
Effect Effect Effect
GridCellsX Int Number of grid cells along x axis
GridCellsY Int Number of grid cells along y axis
NumParticles Int Amount of particles
Color Color Color of particle
Gravity Vector Direction and strength of gravity
ParticleSize Float Size of particle
PrimType enum Type of primitive
Enum values:
  • Point
  • Line
  • Texture
  • Axis texture
  • Object
AdjustForAspect Bool Adjust the width and height depending on the screen aspect
Object Object Object that will be used as particle if PrimType is set to Object

Ouput ports

NameTypeDescription
Object Object Object

Galaxy

A galaxy simulation. Based on work by Philippe Guglielmetti (Dr. Goulu www.goulu.net)

Input ports

NameTypeDescription
Effect Effect Effect
NumStars Int Number of stars
GalaxyRadius Float Radius of galaxy
Speed Float Speed of stars
EllipseRatio Float Ellipse ratio
Twisting Float Twisting factor
Color Color Color of particle
Size Float The size of the stars when created
SizeVar Float The size of the stars when created variance

Ouput ports

NameTypeDescription
Object Object Object

Grass

Simulates some grass. A straw will be placed at each point in the mesh. The straws direction will be along the normal

Input ports

NameTypeDescription
Mesh Mesh Mesh that will be used to decide where to create the straws
Effect Effect Effect to apply
Width Float Straws base width
WidthVar Float Straws base width variance
Gravity Vector Gravity
TopWidthFactor Float Straw top width relative to it's base width
WindDir Vector Global wind direction
LWindDirVar Vector Local wind direction variance
Strength Float Strength of 1st constraint
Strength2 Float Strength of 2nd constraint
Height Float Base height of each straw
HeightVar Float Height variance of each straw
Segments Int Number of segments
Color Color Color of the grass

Ouput ports

NameTypeDescription
Object Object Object

Lightning

Create bolts of lightning

Input ports

NameTypeDescription
NumBolts Int Number of bolts
Detail Int Amount of detail in the bolts
Width Float Width of the bolt
Jitter Float Amount to randomly jitter the bolts each frame
BranchChance Float Chance that a branch should be created.\n0.0=No branches will be created\n1.0=A branch will always be created at each generation
BranchLengthScale Float Scale of each branch compared to the branch full length. 1.0 will create a branch that is equal to the main path of the bolt
In1 Float Input value 1
In2 Float Input value 2
In3 Float Input value 3
In4 Float Input value 4
In5 Float Input value 5
RandomSeed Int Random seed used to generate the bolts
Expression String Expression to be evaluated for each bolt.\nboltnr=the index of the current bolt.\ntime=runtime in seconds\naspect=window aspect\nnumobjectsx/y/z is the number of objects in each axis\nOutput values are pos.x, pos.y, pos.z, rot.x, rot.y, scale.x, scale.y, scale.z, rot.z, col.r, col.g, col.b, col.a.\nPlease see the website for detailed description of this port.
Effect Effect The effect to apply on the bolts

Ouput ports

NameTypeDescription
Object Object Object

Starfield

A starfield

Input ports

NameTypeDescription
Effect Effect Effect
Object Object Object
NumStars Int Number of stars
Dir Vector Star movement dir
CamRot Vector Camera rotation
SpaceSize Vector Size of space
StartColMin Color Star start color (Min)
StartColMax Color Star start color (Max)
EndColMin Color Star end color (Min)
EndColMax Color Star end color (Max)
StarSize Vector Size of a single star (Used for all but point and line modes)
PrimType enum Type of primitive
Enum values:
  • Point
  • Line
  • Texture
  • Axis texture
  • Object

Ouput ports

NameTypeDescription
Object Object Object

Object

Bars

Draws a set of bars by local evaluation of input

Input ports

NameTypeDescription
NumBars Int Number of bars
BarHeight Float Height of each bar (Local)
Color Color Color of the bars
OutlineEffect Effect Effect to apply to the outline of the bars

Ouput ports

NameTypeDescription
Object Object Object

Clock

A digital clock

Input ports

NameTypeDescription
SrcBlend enum Source blend mode
Enum values:
  • Zero
  • One
  • Source Color
  • Destination Color
  • Inverse Source Color
  • Inverse Destination Color
  • Source Alpha
  • Destination Alpha
  • Inverse Source Alpha
  • Inverse Destination Alpha
  • Source Alpha Saturate
DstBlend enum Destination blend mode
Enum values:
  • Zero
  • One
  • Source Color
  • Destination Color
  • Inverse Source Color
  • Inverse Destination Color
  • Source Alpha
  • Destination Alpha
  • Inverse Source Alpha
  • Inverse Destination Alpha
  • Source Alpha Saturate
CullMode enum Cull mode
Enum values:
  • None
  • Cull forward facing polygons
  • Cull backward facing polygons
DigitalFormat enum Format of the time to show
Enum values:
  • 22:31
  • 22:31:42
  • 10:31 pm
  • 10:31:42 pm
Font enum The font to use
Enum values:
  • Normal
  • Digital Led
In1 Vector Input vector 1
Color1 Color Color 1
Color2 Color Color 2
Color3 Color Color 3
Shader String
Texture1 Texture Texture 1
Texture2 Texture Texture 2

Ouput ports

NameTypeDescription
Object Object Object

Clone

Clones a object

Input ports

NameTypeDescription
NumClones Int Number of clones to create
Pos Vector Position of object
Rot Vector Rotation of object
Scale Vector Scale of object
PosChange Vector Change in position per cloned object
RotChange Vector Change in rotation per cloned object
ScaleChange Vector Change in scale per cloned object
Color Color Color of object
Center Bool Center the row of cloned objects
Object Object Object

Ouput ports

NameTypeDescription
Object Object Object

CloneExpression

Clones object using an expression

Input ports

NameTypeDescription
NumObjectsX Int Number of objects to create in X
NumObjectsY Int Number of objects to create in Y
NumObjectsZ Int Number of objects to create in Z
AdjustForAspect Bool Adjust the number of clones in X by the screen aspect
Center Bool Center the objects
In1 Float Input value 1
In2 Float Input value 2
In3 Float Input value 3
In4 Float Input value 4
In5 Float Input value 5
RandomSeed Int Random seed to be used by the rand() and srand() functions
Expression String Expression to be evaluated for each cloned object. x/y/z contains the index of the current object. time=runtime in seconds. aspect=window aspect. numobjectsx/y/z is the number of objects in each axis. Output values are pos.x, pos.y, pos.z, rot.x, rot.y, scale.x, scale.y, scale.z, rot.z, col.r, col.g, col.b, col.a. Please see the website for detailed description of this port.
Effect Effect The effect to place on the square if no object is connected
Object Object Object to clone. If nothing is connected a square in the x/y plane will be used

Ouput ports

NameTypeDescription
Object Object Object

DelayedTransform

Rotates a set of objects at different scales using a delay

Input ports

NameTypeDescription
Object Object Object
NumObjects Int Number of objects
Delay Float Delay before moving current transform to the next object
PosDelta Vector Position change between each object
RotDelta Vector Rotation rotation change between each object
ScaleDelta Vector How much to scale each object relative to the last object
DelayedPosDelta Vector Delayed position
DelayedRotDelta Vector Delayed rotation
DelayedScaleDelta Vector How much to scale each object relative to the last object
Color Color The color of the center object

Ouput ports

NameTypeDescription
Object Object Object

LineBounce

A number of lines bouncing around in a box

Input ports

NameTypeDescription
Effect Effect Effect
Color Color Color of the line
PointSpeed Float Movement speed of each point. The point speed will be updated at each bounce
NumObjects Int Number of objects
NumPointsPerObj Int Number of lines in each object
NumTrails Int Number of trails that will be left by the objects
Width Float Width of space
Height Float Height of space
Depth Float Depth of space
AdjustForAspect Bool Adjust the width and height depending on the screen aspect

Ouput ports

NameTypeDescription
Object Object Object

Lines

Draws random lines in a criss cross pattern

Input ports

NameTypeDescription
Width Float Width of drawing area
Height Float Height of drawing area
NumSectionsWidth Int Number of subdivisions we should do along the width of the line. Usefull when applying a vertex shaders
NumSectionsHeight Int Number of subdivisions we should do along the height of the line. Usefull when applying a vertex shaders
RepeatTexU Int How many times we should repeat the texture U over the line
RepeatTexV Int How many times we should repeat the texture V over the line
Thickness Float Thickness of the lines. Set when line is created
LocalThickness Float Thickness to add to the base thickness. (Local)
Color Color Color of the lines
LocalColor Color Color of the lines (Local)
LinesPerSec Float Number of lines to add per second
LineLifeTime Float How long time line should live. Set when line is created
RotationSpeed Float The speed of the line rotation
RotationSpeedVar Float The speed of the line rotation variance
Effect Effect Effect

Ouput ports

NameTypeDescription
Object Object Object

MatrixTrails

Matrix trails

Input ports

NameTypeDescription
Effect Effect Effect
CharDelay Float Time to wait before we add a new char
FadeSpeed Float How quickly the trails will fade away
NumColumns Int Number of columns
NumRows Int Number of rows
CharCol Color Color of the trails
NumChars Int Number of characters in the font texture
CharWidthTex Float The width of a character
CharHeightTex Float The height of a character
Width Float Width of object
Height Float Height of object
AdjustForAspect Bool Adjust the width and height depending on the screen aspect

Ouput ports

NameTypeDescription
Object Object Object

MeshObject

A simple object formed by a mesh and an effect

Input ports

NameTypeDescription
Effect Effect Effect
Mesh Mesh Mesh

Ouput ports

NameTypeDescription
Object Object Object

Metaballs

Draws metaballs

Input ports

NameTypeDescription
NumBalls Int Number of metaballs
GridSize Int Size of the grid subdivision. Higher value will be smoother but slower
Threshold Float At what energy threshold we will create the hull of the balls
Speed Float Speed of ball movement
Effect Effect Effect

Ouput ports

NameTypeDescription
Object Object Object

Oscilloscope

A oscilloscope

Input ports

NameTypeDescription
NumLines Int Number of line segments
Color Color Color of the lines
Wave Float The wave that should be shown (Local)
Effect Effect Effect to apply to the lines

Ouput ports

NameTypeDescription
Object Object Object

Particles

A particle system

Input ports

NameTypeDescription
Effect Effect Effect
Object Object Object that will be used as particle if PrimType is set to Object
ParticlesPerSec Int Number of particles added per second
Speed Float Initial speed of particles
Direction Vector Direction of particles (Not used by object emitter)
SpreadMin Float Minimum angle of inital particle direction. For cone type emitters
SpreadMax Float Maximum angle of inital particle direction. For cone type emitters
TimeToLive Float How long time the particle should live
TimeToLiveVar Float How long time the particle should live variance
ColorBase Color Base color of particle. This is set during particle creation
Color Color Color of particle (Local). Added to base color
Size Float The size of the particle when created
SizeVar Float The size of the particle when created variance
SizeLocal Float Size of particle (Local). Added to 'StartSize'
EmitterType enum Type of emitter. Particles will be generated inside the shape
Enum values:
  • Sphere
  • Cube
  • Cylinder
EmitterPos Vector Position of emitter
EmitterRot Vector Rotation of emitter
EmitterWidth Float Width of emitter. (Used by cube)
EmitterHeight Float Height of emitter. (Used by cube, cylinder, line)
EmitterDepth Float Depth of emitter. (Used by cube)
EmitterRadius Float Radius of emitter. (Used by sphere, cylinder)
ScaleByAspect Bool Adjust the size of the emitter depending on the aspect of the screen.
PrimType enum Type of primitive
Enum values:
  • Point
  • Line
  • Texture
  • Axis texture
  • Object
Gravity Vector Direction and strength of gravity

Ouput ports

NameTypeDescription
Object Object Object

Planestate

Objects moving around in hypnotic ways. Will draw a 'Object' in each location. If there isn't any 'Object' connection it will draw quads using 'Effect' instead

Input ports

NameTypeDescription
PointEffect Effect Point Effect
PointObject Object Point Object
OutlineEffect Effect Outline Effect
Effect Effect Effect
Object Object Object. If not corrected we will use quads using the 'effect' instead
NumObjects Int Number of objects
ObjectYDelta Float Distance between each object
CenterAxisRot Vector Rotation of the center axis
ObjectCAxisRot Vector Objects center axis rotation
ObjectRot Vector Objects rotation
ObjectScale Vector Scale of objects
CenterAxisDist Vector Objects distance from center axis
ObjectCol Color Color of object
PointCol Color Point color
OutlineCol Color Outline color of the plane
PointSize Vector Point size
ObjectPivotPos Vector Pivot position of objects
PrimType enum Type of primitive
Enum values:
  • Point
  • Texture
  • Axis texture
  • Object

Ouput ports

NameTypeDescription
Object Object Object

Ribbons

Ribbons

Input ports

NameTypeDescription
NumRibbons Int Number of ribbons
NumPoints Int Number of points in each ribbon.
EvaluationsPerSec Float Number of expression evaluations that should be done per second. For each evaluation we calculate one new point in the ribbon
In1 Float Input value 1
In2 Float Input value 2
In3 Float Input value 3
In4 Float Input value 4
In5 Float Input value 5
RandomSeed Int Random seed to be used by the rand() and srand() functions
Expression String Expression to be evaluated for each cloned object.\nribbonnr=The index of the current ribbon. 1 is the first\nnumribbons=Numer of ribbons to draw\ntime=Local or scene in seconds\nin1-5=Values from the input ports\naspect=Window aspect\nscenetime=Always scene runtime\ndeltatime=not correct when connected to local port\nperm=Not reset for the life of the node. Initial value 0\npermrand=Not reset for the life of the node\nOutput values are pos.x, pos.y, pos.z, width, col.r, col.g, col.b, col.a.\nPlease see the website for detailed description of this port.
Effect Effect Effect to apply to each ribbon

Ouput ports

NameTypeDescription
Object Object Object

Shatter

Shatters a 2d plane

Input ports

NameTypeDescription
Gravity Vector Direction and strength of gravity
ShatterDelay Float How long to wait before the object is shattered (Sec)
ShatterTime Float How long time the shatter process will last (Sec)
RebuildTime Float Minimum time to rebuilt the object again (Sec)
RebuildTimeVar Float Variation time added to the rebuild tim (Sec)
NumPoints Int Number of points
Effect Effect Effect applied to the object

Ouput ports

NameTypeDescription
Object Object Object

TextWriter

Text writer

Input ports

NameTypeDescription
TextAlign enum How to align the text
Enum values:
  • Left
  • Center
  • Right
  • Justify
Pos Vector Position of the text
UseCharsPerSec Bool Will write all text directly if false
CharsPerSec Float Number of characters to write per second
CharExpressionTime Float How long of the chars life the expression should be evaluated (sec)
ResetDelay Float How many seconds to wait before the writer starts over when all text has been written. Set to -1 to disable and never restart the writer
TextLines String The lines of text to show
RandomSeed Int Random seed to be used by the rand() and srand() functions
Expression String Expression to be evaluated for each character. Inputs are charnr,numchars,linenr,numlines,time,age (of character). Inputs/outputs are pos x/y/z,rot x/y/z,width,height,col r/g/b/a. Please see the website for detailed description of this port.
SrcBlend enum Source blend mode
Enum values:
  • Zero
  • One
  • Source Color
  • Destination Color
  • Inverse Source Color
  • Inverse Destination Color
  • Source Alpha
  • Destination Alpha
  • Inverse Source Alpha
  • Inverse Destination Alpha
  • Source Alpha Saturate
DstBlend enum Destination blend mode
Enum values:
  • Zero
  • One
  • Source Color
  • Destination Color
  • Inverse Source Color
  • Inverse Destination Color
  • Source Alpha
  • Destination Alpha
  • Inverse Source Alpha
  • Inverse Destination Alpha
  • Source Alpha Saturate
CullMode enum Cull mode
Enum values:
  • None
  • Cull forward facing polygons
  • Cull backward facing polygons
In1 Vector Input vector 1
Color1 Color Color 1
Color2 Color Color 2
Color3 Color Color 3
Shader String
Texture1 Texture Texture 1
Texture2 Texture Texture 2

Ouput ports

NameTypeDescription
Object Object Object

Transform

Transforms and combines 1 to 5 objects using the same transformation

Input ports

NameTypeDescription
Pos Vector Position of object
Rot Vector Rotation of object
Scale Vector Scale of object
Color Color Color of object
Object1 Object Object 1
Object2 Object Object 2
Object3 Object Object 3
Object4 Object Object 4
Object5 Object Object 5

Ouput ports

NameTypeDescription
Object Object Object

Voronoi

Calculates a 2d voronoi diagram. Ports marked as 'local' are locally evaluated with a time value going from 0.0 to 1.0 depeding on the index of the point

Input ports

NameTypeDescription
NumPoints Int Number of points/sites
LineWidth Float Width of the lines
PointSize Float Size of points
LineColor Color Line color (Local)
PointColor Color Point/site color (Local)
CellColor Color Color of the cell (Local)
RandomSeed Int Random seed to be used by the rand() and srand() functions
Expression String Evaluates points using an expression. Inputs are time,pointnr,numpoints. Inputs & outputs are vel.x,vel.y,pos.x,pos.y. Please see the website for detailed description of this port. Some of the allowed values are abs, mod, min, max, sqrt, sin, cos, tan, atan, log, lb, exp, ceil, floor, deg, rad, if, select, equal, above, below, clip, clamp, and, or, not.
PointEffect Effect Effect applied to the points (also known as sites)
LineEffect Effect Effect applied to the lines
CellEffect Effect Effect applied to the inside of the cells

Ouput ports

NameTypeDescription
Object Object Object

Other

Vector

Combines a x, y and z component to a 3d vector

Input ports

NameTypeDescription
x Float The x component
y Float The y component
z Float The z component

Ouput ports

NameTypeDescription
Vector Vector Vector

Render

Clear

Fills the viewport with a single color.

Input ports

NameTypeDescription
Color Color Color

Ouput ports

NameTypeDescription
Render Render Render

RenderObject

Renders a single object at a location

Input ports

NameTypeDescription
Render Render Render
Object Object The object to render
Col Color Object color
Pos Vector Object position
Rot Vector Object rotation
Scale Vector Object scale
CamPos Vector Camera position
CamRot Vector Camera rotation
CamFov Float Camera FOV
ScaleByAspect Bool Adjust the size of the object depending on the aspect of the screen.

Ouput ports

NameTypeDescription
Render Render Render

RenderRect

Renders a rectangle that covers the whole screen

Input ports

NameTypeDescription
Render Render Render
TesselateW Int Width tessellation
TesselateH Int Height tessellation
Effect Effect Effect to apply. If used SrcBlend, DstBlend, Color and Texture is ignored on this node

Ouput ports

NameTypeDescription
Render Render Render

Screen

A part of the screen that we should render everything to

Input ports

NameTypeDescription
Render Render Render
Viewport Rect Viewport

Ouput ports

NameTypeDescription
Render Render Render

Texture

Blur

Blurs a texture

Input ports

NameTypeDescription
Dir enum Blur direction
Enum values:
  • X
  • Y
  • Both
Width enum Size of the blur
Enum values:
  • 4 pixels
  • 8 pixels
  • 12 pixels
  • 36 pixels
  • 20 pixels
  • 24 pixels
  • 28 pixels
  • 32 pixels
Brightness Float How much to amplify the image
Texture Texture Texture

Ouput ports

NameTypeDescription
Texture Texture Texture

CopyTexture

Copies one texture to another

Input ports

NameTypeDescription
TextureSize enum Size of the texture to copy to
Enum values:
  • 50% of source size
  • 25% of source size
  • 12.5% of source size
  • 6.25% of source size
  • 3.125% of source size
CreateMipMaps Bool Create mip maps for the new texture
In1 Vector Input vector 1
In2 Vector Input vector 2
In3 Vector Input vector 3
Color1 Color Input color 1
Color2 Color Input color 2
Shader String
Texture Texture Texture
Texture2 Texture Texture 2
Texture3 Texture Texture 3

Ouput ports

NameTypeDescription
Texture Texture Texture

ExpressionTexture

Uses a expression to create a texture

Input ports

NameTypeDescription
Width enum Width of texture
Enum values:
  • 1
  • 2
  • 4
  • 8
  • 16
  • 32
  • 64
  • 128
  • 256
  • 512
  • 1024
  • 2048
  • 4096
Height enum Height of texture
Enum values:
  • 1
  • 2
  • 4
  • 8
  • 16
  • 32
  • 64
  • 128
  • 256
  • 512
  • 1024
  • 2048
  • 4096
Depth enum Depth of texture
Enum values:
  • 1
  • 2
  • 4
  • 8
  • 16
  • 32
  • 64
  • 128
  • 256
  • 512
  • 1024
  • 2048
  • 4096
In1 Float Input value 1
In2 Float Input value 2
In3 Float Input value 3
In4 Float Input value 4
In5 Float Input value 5
RandomSeed Int Random seed to be used by the rand() and srand() functions
Expression String Expression to be evaluated. Inputs are x,y,z,in1,in2,in3,in4,in5,perm (Not reset for the life of the node. Initial value 0) and permrand (Not reset for the life of the node. Initial value 0.0-1.0).. Outputs are named col.r,col.g,col.b and col.a. Please see the website for detailed description of this port. Some of the allowed values are abs, mod, min, max, sqrt, sin, cos, tan, atan, log, lb, exp, ceil, floor, deg, rad, if, select, equal, above, below, clip, clamp, and, or, not.

Ouput ports

NameTypeDescription
Texture Texture Texture

FileTexture

Loads in a texture from disk. Handles various formats including but not limited to jpeg, png, bmp, gif, tga.

Input ports

NameTypeDescription
Filename String Filename of the texture we should use

Ouput ports

NameTypeDescription
Texture Texture Texture

Gradient

Creates a texture with a specific gradient on it

Input ports

NameTypeDescription
Width enum Width of texture
Enum values:
  • 1
  • 2
  • 4
  • 8
  • 16
  • 32
  • 64
  • 128
  • 256
  • 512
  • 1024
  • 2048
  • 4096
Height enum Height of texture
Enum values:
  • 1
  • 2
  • 4
  • 8
  • 16
  • 32
  • 64
  • 128
  • 256
  • 512
  • 1024
  • 2048
  • 4096
GradientType enum Gradient type
Enum values:
  • Linear
  • Radial
  • Conical
  • Square
Angle Float Rotation angle in degress
CenterX Float Center position X
CenterY Float Center position Y
Color1Peak Float Where in the gradient the color 1 has it's peak value
Color1 Color Input color 1
Color2Peak Float Where in the gradient the color 2 has it's peak value
Color2 Color Input color 2
Color3Peak Float Where in the gradient the color 3 has it's peak value
Color3 Color Input color 3
Color4Peak Float Where in the gradient the color 4 has it's peak value
Color4 Color Input color 4
Color5Peak Float Where in the gradient the color 5 has it's peak value
Color5 Color Input color 5
BackgroundColor Color Background color

Ouput ports

NameTypeDescription
Texture Texture Texture

NoiseTexture

Creates a noise texture in up to 3 dimensions. Each component (R,G,B,A) of the texture can be a different noise function. The created textures are tilable.

Input ports

NameTypeDescription
Width enum Width of texture
Enum values:
  • 1
  • 2
  • 4
  • 8
  • 16
  • 32
  • 64
  • 128
  • 256
  • 512
  • 1024
  • 2048
  • 4096
Height enum Height of texture
Enum values:
  • 1
  • 2
  • 4
  • 8
  • 16
  • 32
  • 64
  • 128
  • 256
  • 512
  • 1024
  • 2048
  • 4096
Depth enum Depth of texture
Enum values:
  • 1
  • 2
  • 4
  • 8
  • 16
  • 32
  • 64
  • 128
  • 256
  • 512
  • 1024
  • 2048
  • 4096
NoiseR enum Type of noise to place in the R component of the texture
Enum values:
  • Noise frequency 1
  • Noise frequency 2
  • Noise frequency 4
  • Noise frequency 8
  • Noise frequency 16
  • Noise frequency 32
  • Noise frequency 64
  • Fractal sum 2
  • Fractal sum 3
  • Fractal sum 4
  • Fractal sum 5
  • Fractal sum 6
  • Turbulence 2
  • Turbulence 3
  • Turbulence 4
  • Turbulence 5
  • Turbulence 6
NoiseG enum Type of noise to place in the G component of the texture
Enum values:
  • None
  • Noise frequency 1
  • Noise frequency 2
  • Noise frequency 4
  • Noise frequency 8
  • Noise frequency 16
  • Noise frequency 32
  • Noise frequency 64
  • Fractal sum 2
  • Fractal sum 3
  • Fractal sum 4
  • Fractal sum 5
  • Fractal sum 6
  • Turbulence 2
  • Turbulence 3
  • Turbulence 4
  • Turbulence 5
  • Turbulence 6
NoiseB enum Type of noise to place in the G component of the texture
Enum values:
  • None
  • Noise frequency 1
  • Noise frequency 2
  • Noise frequency 4
  • Noise frequency 8
  • Noise frequency 16
  • Noise frequency 32
  • Noise frequency 64
  • Fractal sum 2
  • Fractal sum 3
  • Fractal sum 4
  • Fractal sum 5
  • Fractal sum 6
  • Turbulence 2
  • Turbulence 3
  • Turbulence 4
  • Turbulence 5
  • Turbulence 6
NoiseA enum Type of noise to place in the G component of the texture
Enum values:
  • None
  • Noise frequency 1
  • Noise frequency 2
  • Noise frequency 4
  • Noise frequency 8
  • Noise frequency 16
  • Noise frequency 32
  • Noise frequency 64
  • Fractal sum 2
  • Fractal sum 3
  • Fractal sum 4
  • Fractal sum 5
  • Fractal sum 6
  • Turbulence 2
  • Turbulence 3
  • Turbulence 4
  • Turbulence 5
  • Turbulence 6
Offset Vector Position offset of the generated noise

Ouput ports

NameTypeDescription
Texture Texture Texture

PreviousLayer

A texture that contains the previous rendered layer (Background and foreground layers combined). This node only works in postprocessing scenes

Input ports

NameTypeDescription
CreateMipMaps Bool Create mip maps for the new texture.

Ouput ports

NameTypeDescription
Color Texture Color texture

RandomTexture

A texture with random values

Input ports

NameTypeDescription
Width enum Width of texture
Enum values:
  • 1
  • 2
  • 4
  • 8
  • 16
  • 32
  • 64
  • 128
  • 256
  • 512
  • 1024
  • 2048
  • 4096
Height enum Height of texture
Enum values:
  • 1
  • 2
  • 4
  • 8
  • 16
  • 32
  • 64
  • 128
  • 256
  • 512
  • 1024
  • 2048
  • 4096
Seed Int Seed value to use for the psedo randomizer
Count Int Number of values to randomize. If this value is 0 then CountRel will be used instead
CountRel Float Relative number of pixels to randomize as a percent of total texture area. Count must be 0 to use this value
BackgroundColor Color The whole texture will be filled with this color. It ignores the Rect value
Color1 Color A random color will be picked between color1 and color2
Color2 Color A random color will be picked between color1 and color2
Rect Rect Region of texture to cover

Ouput ports

NameTypeDescription
Texture Texture Texture

RenderToTexture

Converts a render port to a texture port.\nNote that the buffer isn't permanent so there is no garantee that the content will be keep between frames

Input ports

NameTypeDescription
Width enum Width of texture
Enum values:
  • Custom size in pixels
  • 100% of render size
  • 50% of render size
  • 25% of render size
  • 12.5% of render size
  • 6.25% of render size
  • 3.125% of render size
Height enum Height of texture
Enum values:
  • Custom size in pixels
  • 100% of render size
  • 50% of render size
  • 25% of render size
  • 12.5% of render size
  • 6.25% of render size
  • 3.125% of render size
WidthCustom Int Width of texture in pixels. Width must be set to 'Custom'
HeightCustom Int Height of texture in pixels. Height must be set to 'Custom'
CreateMipMaps Bool Create mip maps for the new texture. If you only use the full size of the texture then turn this off for a performance boost
Render Render Render

Ouput ports

NameTypeDescription
Color Texture Color texture
ColorNext Texture The next color texture we are going to render to. Use this texture before its overwritten/reused in the next frame

SoundTexture

Creates a texture with the sound spectrum or waveform of the left and right channel in the g and b color component and the mono in the r component. Middle point is 0.5 for the waveform.

Input ports

NameTypeDescription
SoundType enum The type of sound we should add to the texture
Enum values:
  • Spectrum
  • Waveform
History Int Number of historical values to keep. This is the height of the texture
SpectrumAmplification Float How much to amplifying the spectrum before adding it to the texture

Ouput ports

NameTypeDescription
Texture Texture Texture

TuringPattern

Turing pattern generator. Think petri dish simulator

Input ports

NameTypeDescription
Width enum Width of texture
Enum values:
  • 4
  • 8
  • 16
  • 32
  • 64
  • 128
  • 256
  • 512
  • 1024
  • 2048
  • 4096
Height enum Height of texture
Enum values:
  • 4
  • 8
  • 16
  • 32
  • 64
  • 128
  • 256
  • 512
  • 1024
  • 2048
  • 4096

Ouput ports

NameTypeDescription
Texture Texture Texture