Reference / Nodes

Vector

A resolution-independent path pipeline. Import an SVG, clone and deform it as vector data, recolor it, then either rasterize it to a 2D texture or extrude it into 3D geometry.

Vector nodes pass a vector scene between each other (the teal port), so transforms like Repeat, Trim and Effector stay crisp at any output size. The chain always starts with Vector Import and ends with either Vector Render (to the 2D pipeline) or Vector Extrude (to a 3D scene).

Vector Import

vectorImportVector

Loads an SVG file from disk and exposes the parsed vector scene on its output port.

Outputs
PortTypeDefaultRangeNotes
vectorvector,,Parsed scene; re-loads when the file path changes.

The source of every vector chain. The SVG path is set from the inspector (not a port) and registered with the media library, so it travels with saved projects. Outputs an empty scene when no file is set or loading fails. Feed its vector output into Effector, Repeat, Trim, Random Color, Render or Extrude.

Vector Effector

vectorEffectorVector

Mograph-style effector applying jitter, wave displacement and an affine transform to a vector scene.

Inputs
PortTypeDefaultRangeNotes
vectorvector,,Scene to transform.
translateXfloat0-500500
translateYfloat0-500500
rotationfloat0-3.141593.14159About the scene center (radians).
scalefloat104Uniform scale about the center.
jitterfloat00100Seeded per-vertex random displacement.
jitterSeedfloat001000
waveAmpfloat00100Sine displacement amplitude along Y.
waveFreqfloat0.0200.5
wavePhasefloat006.28319Animate to scroll the wave.
Outputs
PortTypeDefaultRangeNotes
vectorvector,,Transformed scene; viewBox passed through.

Operations apply in order: seeded per-vertex jitter, a sine wave along Y modulated by X, then an affine scale→rotate→translate about the scene center. Bezier control points get the affine but not the jitter, so curves stay smooth. Chain several effectors to stack motion.

Vector Repeat

vectorRepeatVector

Clones the input scene N times in a grid or radial pattern with progressive per-clone transforms.

Inputs
PortTypeDefaultRangeNotes
vectorvector,,Scene to clone.
modefloat0010 = grid, 1 = radial.
countfloat81256Number of clones.
colsfloat4164Columns (grid mode).
spacingXfloat12001000Horizontal spacing (grid).
spacingYfloat12001000Vertical spacing (grid).
radiusfloat20002000Ring radius (radial).
startAnglefloat0-3.141593.14159Start angle, radians (radial).
spanAnglefloat6.2831906.28319Angular span; default is a full circle.
alignToRadiusboolfalse,Rotate each clone to face outward.
scaleStepfloat0-11Scale added progressively across clones.
rotationStepfloat0-3.141593.14159Rotation per clone index (radians).
Outputs
PortTypeDefaultRangeNotes
vectorvector,,Cloned scene; viewBox grows to fit every clone.

Each clone receives an additive per-index transform (progressive scale and rotation) around the center, and the output viewBox expands to the union of all clones so nothing gets cropped. Pair with Vector Random Color for cloner / confetti looks.

Vector Trim

vectorTrimVector

Crops every path to an arc-length window for drawn-line and traveling-dash effects.

Inputs
PortTypeDefaultRangeNotes
vectorvector,,Scene to trim.
startfloat001Window start, fraction of path length.
endfloat101Window end, fraction of path length.
offsetfloat0-11Wraps start/end together; animate for marching dashes.
flattenSamplesfloat16464Bezier flattening resolution.
Outputs
PortTypeDefaultRangeNotes
vectorvector,,Trimmed paths become open polylines.

Each path is flattened, measured, and only the portion inside [start, end] is emitted, splitting partial segments to land exactly on the requested fraction. When start > end the window wraps the seam. Animating end 0→1 gives the classic self-drawing line.

Vector Random Color

vectorRandomColorVector

Randomizes each path's fill (and optionally stroke) along a gradient between two colors.

Inputs
PortTypeDefaultRangeNotes
vectorvector,,Scene to recolor.
colorAcolor(0.95, 0.30, 0.65, 1),Gradient endpoint A.
colorBcolor(0.40, 0.75, 1.00, 1),Gradient endpoint B.
amountfloat101Blend toward the random color vs. the original.
seedfloat001000Deterministic per-path seed.
affectFillbooltrue,Recolor each path's fill.
affectStrokeboolfalse,Recolor each path's stroke.
hsvBlendbooltrue,Interpolate in HSV instead of RGB.
Outputs
PortTypeDefaultRangeNotes
vectorvector,,Recolored scene; geometry unchanged.

A random t per path picks a color along colorA→colorB (HSV-aware when hsvBlend is on), blended into the path’s existing color by amount. Pairs naturally with Vector Repeat for mograph-cloner color variety.

Vector Render

vectorRenderVector

Rasterizes a vector scene into an sRGB texture for the regular 2D pipeline.

Inputs
PortTypeDefaultRangeNotes
vectorvector,,Scene to rasterize.
backgroundcolor(0, 0, 0, 0),Painted only when alpha > 0; otherwise transparent.
useFillOverrideboolfalse,Override each path's baked SVG fill.
fillColorcolor(1, 1, 1, 1),
useStrokeOverrideboolfalse,Override each path's baked SVG stroke.
strokeColorcolor(0, 0, 0, 1),
strokeWidthfloat0020Extra width on top of baked; 0 = none.
lineCapfloat1020 butt, 1 round, 2 square.
lineJoinfloat1020 miter, 1 round, 2 bevel.
dashLengthfloat00200Dash & gap both 0 = solid.
gapLengthfloat00200
dashOffsetfloat0-10001000Animate for marching dashes.
Outputs
PortTypeDefaultRangeNotes
texturetexture,,sRGB premultiplied, square at the node's resolution.

The bridge back into the 2D world. Draws the scene fit to its viewBox with aspect preserved, re-rasterizing only when the scene or a parameter changes. Output resolution is set from the inspector (default 1024). Pipe its texture into Post-FX or straight to an output.

Vector Extrude

vectorExtrudeVector

Extrudes each closed path of a vector scene along Z into a 3D mesh.

Inputs
PortTypeDefaultRangeNotes
vectorvector,,Only closed paths with ≥3 points are used.
depthfloat0.204Extrusion depth along Z.
bezierSegmentsfloat8132Bezier flattening resolution.
smoothSidesboolfalse,Normalize side-wall normals.
albedoColorcolor(0.95, 0.30, 0.65, 1),Mesh albedo.
Outputs
PortTypeDefaultRangeNotes
geometrygeometry,,Extruded mesh for a Scene3D geo slot.

Turns flat SVG art into solid geometry: each closed path is triangulated into a front face, mirrored to a back face, and joined by side walls, normalized into a unit cube via the viewBox. Connect its geometry output to a Scene3D geo_* slot. Compound paths with holes are filled (no cutouts yet).