Visual Beta

GPU texture, particle, and shader nodes for building visuals — many are experimental.

GPU texture, particle, and shader nodes for building visuals — many are experimental.

  • Particle Emitter — Emits particle spawn buffers for the node-based particle pipeline.
  • Particle Emitter from Image — Emits particles based on an image and an optional SDF mask.
  • Particle System — Owns particle buffers and manages capacity.
  • Particle Physics — Applies gravity, damping, and sink forces to particle motion (lifetime is owned by the emitter).
  • Particle Transform — Applies position/size/velocity transforms to particle buffers with optional group filtering.
  • Particle Sink — Defines a gravity sink or pusher for particle physics.
  • Point Cloud From Model — Generates a static point cloud from a mesh.
  • SDF Composite (Particles) — Composites particle buffers into an SDF texture.
  • Particle Renderer — Consumes particle buffers for rendering.
  • TrueDepth Camera — Captures the TrueDepth camera depth map as a 32-bit float texture. (iOS)
  • Camera Stream — Captures a live camera feed and outputs it as a GPU texture.
  • Mask Image — Applies a mask texture to an input image and outputs RGBA.
  • Person Segmentation — Uses Apple Vision ML to separate a person from the background and output a grayscale mask texture.
  • Noise Generator — Generates procedural noise textures (single channel).
  • Video Mixer — Blends two textures with selectable modes.
  • View Preview — Renders a controller view into a GPU texture output.
  • DAW Post Process — Routes the renderer background and post-process textures through the node graph.
  • PIP Overlay — Displays an incoming texture as a picture-in-picture overlay in any screen corner.
  • Image Loader — Loads an image into a GPU texture buffer.
  • SDF Processor — Processes an input texture into SDF-like output.
  • SDF Render (Texture) — Renders an SDF texture into a new RGBA output texture.
  • SDF Gravity Sink — Applies SDF gravity forces to GPU particles.
  • Image Distortion — Applies wave and ripple distortion to a texture.
  • MPS Blur — Applies Gaussian blur to a texture using Metal Performance Shaders.
  • Luma Threshold — Extracts bright areas based on a luminance threshold. Use with MPS Blur for bloom effects.
  • Texture Feedback — Accumulates previous frames with decay to create light trails.
  • Scanlines — CRT-style scanlines with subtle noise.
  • Pixelate — Applies controllable pixelation to a texture.
  • Chromatic Aberration — Separates color channels for RGB or CMYK chromatic fringing.
  • Color Manipulation — Adjusts hue, brightness, saturation, and contrast with an optional single-hue colorize mode.
  • Texture Generator — Generates a color-gradient texture from manual size controls or an input texture’s dimensions.
  • Text Render — Renders Unicode text into a 1024×512 texture using the system font.
  • Dither Render — Applies Bayer ordered dithering to a texture for stylized output.