Reference

Nodes

Every node R3NE ships with, organized by category. The graph is type-checked: ports of compatible types snap together, the rest don't.

Every node has the same anatomy: a set of typed input ports on the left, a set of output ports on the right, and (where it makes sense) an inspector with sliders, color pickers and file pickers. Wiring a value into an input port replaces its inspector value live.

Pick a category to dive in:

Inputs4 nodes

Constant values, time, color, and the FFGL host bridge. The smallest building blocks, every reactive graph starts here.

Math & Logic4 nodes

Arithmetic, range remapping, conditional selection and combiners. Wire these between sources and parameters to drive everything.

Generators12 nodes

Procedural texture sources, Perlin and fractal noise, Voronoi, plasma, gradients, grids, stars, Truchet tiles, Hilbert curves and more.

2D9 nodes

Picture / video / live camera input, Apple spatial video, primitive shapes, transform, render-to-texture and projection mapping.

Sound5 nodes

Audio file playback and live capture with FFT / band / volume outputs, a sound-driven modifier, a 7-band splitter and onset / beat detection.

Post-FX≈50 nodes

Per-pixel effects: blur, glow, color correction, displacement, kaleidoscope, glitch, lens flare, grain, scan lines, halftone, and many more. Chain freely.

Shading10 nodes

Channel and UV manipulation: shuffle, sampler, distance fields, normal map generation, MatCap, recolour, gradient remap.

Modifiers≈12 nodes

Single-float transforms: range remap, sine wave, smoothing, accumulator, quantise, delay, limiter, curve remap, trigger envelopes.

3D SceneComposer

The Scene3D composer node and how its post-process pipeline (bloom, SSAO, fog, DoF, exposure) works.

3D Geometry11 nodes

Cube, sphere, plane, torus, cylinder and cone primitives, mesh import (OBJ / USDZ / PLY), 3D text, Gaussian splat clouds and the depth point cloud.

3D Lights & Camera4 nodes

Directional, point and spot lights, plus a perspective / orthographic camera node.

3D Materials8 nodes

Live MSL PBR Material, six baked presets (Chrome, Gold, Steel, Glass, Velvet, Neon) and an HDRI environment map.

3D Modifiers & Effects6 nodes

Vertex modifiers (Noise Displace, Twist, Wave), Instancer cloning, GPU particle emitter and audio analyser.

Vision7 nodes

Apple Vision / CoreML analysis: monocular depth estimation, face detection, body pose tracking, optical flow and depth keying — overlay textures plus float outputs.

Vector7 nodes

SVG vector graphics: import, effector (translate / rotate / jitter / wave), repeat, random color, trim-on, rasterize to texture and extrude to a 3D mesh.

Outputs2 nodes

Send the final composite to other apps via NDI 5 or Syphon. The Root node already composites; these expose it.


Type system

Connections in R3NE are typed. A few cross-type conversions are allowed , most aren't.

TypeCompatible withUsed by
floatfloatparameters, time, math
color / float4interchangeable with each othertints, RGBA, vec4
texturetextureshader output, picture, video
geometrygeometry3D meshes, modifier outputs
lightlightdirectional, point, spot lights
cameracameraperspective / orthographic camera
materialmaterialPBR Material, baked presets
particlesparticlesGPU particle emitter
The graph also rejects cycles automatically. If you try to wire an output back to its own ancestor input, R3NE refuses the connection with a cycleDetected error rather than silently looping forever.