DocsReference
Node reference
What each node does, what it takes and what it gives back. This is being written a node at a time, so it does not cover everything yet.
Emitters
- Bezier CurveA single smooth bend, shaped by four control points.
- Branch GrowGrows one generation of branches off an existing curve.
- Circle PointsRings of points, facing outward, optionally stacked into a tower.
- Curve From PointsThreads a curve through any set of points.
- Curve PathA smooth path threaded through points you place.
- Curve PointsEvenly spaced points along a curve.
- Curve RingsRings of points that follow a path instead of stacking straight up.
- Curve TaperSets how thick a curve is from base to tip.
- Drop To SurfaceDrops an existing arrangement onto a surface.
- Edge CurvesPulls the edges of a mesh out as curves.
- Emit PointsParticles over time: sparks, embers, bubbles, dust.
- GridA lattice of points: offset rows, square, or a hexagonal disc.
- Grow CurvesGrows a whole branching structure in from a single number.
- LatheSpins a profile around to make anything round.
- LoftSweeps a cross-section along a path to make a solid.
- ProfileThe cross-section that Loft sweeps along a path.
- Relax PointsPushes points apart until none are too close together.
- Sample CurveThe point partway along a curve, as a position.
- Scatter PointsSprinkles points over a surface, ready for something to be placed on each one.
- Spiral PointsA helix of points climbing upward.
Fields
- AgeHow grown each part is, from just emerged to fully formed.
- CompareTurns a varying value into a yes or no, for selecting part of a surface.
- CurvatureWhether a spot on the surface is an edge, a crease or flat.
- DistanceHow far each point is from a place you choose.
- GenerationWhich level of a branching structure something is on.
- IndexThe number of each element, counting from zero.
- NoiseA smooth random pattern in space, for anything that should look natural rather than regular.
- NormalWhich way each part of the surface is facing.
- PositionWhere each point is along one axis, as a value that varies across the shape.
- SelectionA mask you paint by hand in the viewport.
- Value RampA curve you draw with a handful of stops, that reshapes any value.
- VoronoiA random pattern of cells with visible borders.
- White NoiseA completely random number at every point, with no smoothness at all.
Modifiers
- AssertLets the graph state a contract about itself, and fail if it breaks.
- AttachSeats one part onto another by matching named connection points.
- BevelChamfers sharp edges, which is most of what stops a box reading as a placeholder.
- Bridge Edge LoopsJoins two open holes with a band of surface.
- Cap HolesFills open holes so a shape becomes solid.
- ChipsKnocks small faceted chips out of sharp edges.
- Collision ProxyDeclares the simple shape a game should collide with.
- Color RampTurns a number into a colour by looking it up on a gradient you define.
- Convex HullShrink-wraps a set of points into the tightest solid that contains them.
- Corner PatternAsks about a face's corners rather than its middle, which is what an autotiler needs.
- Curve DeformBends a shape along a curve, however the curve goes.
- DecimateReduces the number of triangles.
- DeformTaper, twist, bend, bulge or shear a whole shape along an axis.
- Delete GeometryRemoves whatever a field selects.
- DifferenceCuts one shape out of another, leaving a real opening.
- Dual MeshSwaps faces and corners, which is how a triangle grid becomes hexagons.
- Edge SplitBreaks the shading across edges sharper than a given angle.
- Extrude Along CurveGrows a tube out of a face, following a curve.
- Extrude TilesLifts every face into a solid block, with heights from a field.
- FacetMerges nearly flat regions into large flat facets.
- Fit To FacesPuts a copy of a tile in every face, reshaped to fit that face.
- FractureBreaks a solid into pieces that fit back together exactly.
- FreezeSays how a branch should be treated when the graph is exported.
- Grid ColorColours tiles by who owns them.
- Group InputDeclares a socket on every placed copy of this graph.
- Group OutputThe final result of a graph.
- Grow SelectionExpands a selection outward to neighbouring faces.
- Index SwitchShows one of up to twenty branches, chosen by a number.
- InsetShrinks a face inward and bridges the gap, optionally pushing it in or out.
- Instance On PointsPuts a copy of one thing at every point of another.
- Join GeometryGathers several pieces so the rest of the graph treats them as one thing.
- Merge by DistanceWelds nearby points so assembled parts behave as one surface.
- Merge FacesPairs each face with a neighbour, so two faces read as one.
- Merge GeometryCollapses many pieces into one mesh, to keep the part count down.
- Metaball MeshTurns a cloud of points into one lumpy welded solid.
- MirrorCopies a shape across a plane, so you only model half.
- New FacesSelects the faces an operation just created.
- Planar FractureCracks a flat shape, keeping its real outline and any holes.
- Publish ValueExports a number the graph worked out, under a name.
- Quad SubdivideTurns every face into quads, without changing the shape.
- RefineAdds detail only where a field says it is needed.
- Scale ElementsShrinks or grows each face on its own, leaving gaps between them.
- Screen SpacePins a branch to the screen instead of the world.
- Set FacesSays what counts as one face for everything after it.
- Set MaterialGives geometry its colour and decides how light behaves on it.
- Set PositionPushes every point of a surface along a direction, by an amount a field decides.
- ShadingDecides whether a surface reads as faceted or smooth.
- ShatterMoves the pieces of a broken object along a solved path.
- SliceCuts a shape with a flat plane and keeps one side.
- SmoothRelaxes points towards their neighbours, softening a shape.
- SolidifyGives an open surface real thickness.
- SubdivisionSmooths a shape by dividing and rounding it.
- Surface StampA patch that conforms to a surface: moss, scorch, runes, painted markings.
- SwitchShows one of two branches, depending on a condition.
- SymmetrizeMakes a lopsided shape symmetric by keeping one half and mirroring it.
- TessellateDivides faces without changing the shape at all.
- TransformMoves, turns and resizes whatever you wire into it.
- Triangulate PointsConnects a set of points into a surface.
- UnionMerges overlapping parts into one solid and deletes the surfaces buried inside.
- UV ProjectGives a surface texture coordinates by projecting them on.
- Vector DisplaceMoves every point in its own direction, which is what makes overhangs possible.
- ViewerPreviews a branch without making it the final result.
Placement
- Place OnSits one part on top of another, and keeps it sitting there when either one changes size.
Primitives
- ConeA cone, and a pyramid when you drop it to four sides.
- CubeA box, and the shape most models are mostly made of.
- CylinderA tube or a post, standing upright, and a cone if you close one end.
- HeartA heart outline, extruded into a solid.
- IcosahedronA faceted ball, and the usual starting point for a rock or a shard.
- Label3D text that shows a number, and follows it as it changes.
- OctahedronEight flat triangles, the shape of a cut gem.
- PlaneA flat sheet lying on the ground, and the usual starting point for terrain.
- Point LightAn actual light in the scene, not a glowing surface.
- ShapeA named outline, optionally with a hole in it, turned into a solid plate.
- SocketMarks a named point where other parts are meant to attach.
- SphereA smooth ball, divided into rows and columns.
- TetrahedronFour triangles, the simplest solid there is.
- TextSolid 3D letters from whatever you type.
- TorusA ring, standing upright like a wheel.
Values
- BotAn autonomous player that wanders on its own.
- Cell WriteSets one cell of the board and hands the board back.
- Grid CellTurns a position in the world into which cell it is over.
- Grid CountHow many cells are held by a given owner.
- Grid InitCreates the board that a grid game keeps its state in.
- Grid ReadWhat is stored in one cell of the board.
- Grid StampClaims a square block of cells around a point.
- InputWhich way the player is pressing, while the scene is playing.
- Map RangeTakes a value from one range and spreads it across another.
- MathDoes arithmetic on a number, or on a value that varies across a surface.
- QuantiseSnaps a value onto a grid of whole steps, in its own units.
- Random ValueA random number that differs for every copy.
- StateRemembers a value from one frame to the next.
- Territory StepThe whole trail-and-capture rule in one node.
- TimeA number that climbs as the animation plays, for motion without keyframes.
- ValueOne number, wired into as many places as you like.
Vectors
- BoundsMeasures a part and gives back its size, centre or extent.
- Combine XYZBuilds one direction or position out of three separate numbers.
- MeasureReads a single number off a piece of geometry.
- Separate XYZPulls one component out of a direction or position.
- Vector MathArithmetic on directions and positions, the way Math works on numbers.
- Vector MeasureTurns two directions into a single number: how far apart, or how much they agree.