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.
