Getting Started
Quickstart
Install R3NE, build your first graph, and send a live signal out to Syphon. About five minutes end to end.
Requirements
- macOS 14 (Sonoma) or newer.
- Apple Silicon (M1 or later). Intel Macs are not supported.
- A Syphon-aware receiver to verify output (Resolume, MadMapper, Simple Server, OBS with the Syphon plugin, etc).
Install
Download the latest signed, notarized .dmg from the homepage (or the releases page). Mount it and drag R3NE.app to /Applications. R3NE updates itself in place, so you only do this once.
Start a project
Launch R3NE. A launcher appears over the main window with your recent projects and two buttons:
- Click
New Project. (Or reopen a recent one, orOpen…a saved.r3dfile.) - In New Project, set the
resolution,frame rateand the color pipeline — precision (8 / 10 / 16-bit float), working space (gamma or linear) and output color space (sRGB, Display P3 or HDR). The defaults (1080p · 8-bit · gamma · sRGB) are fine to start. Confirm. - You land on the canvas with a single
Rootnode already placed. You can revisit these settings any time fromFile ▸ Project Settings…(⌘⇧,).
Your first graph
- Press
Tabon the canvas to open the searchable node picker (or drag from the Node Library on the left). Add aLive Inputcamera source — or a generator likePlasmaif you have no camera. - Drag from the source’s
textureoutput port into one of theRootnode’s texture inputs. - The preview at the top of the window shows the live result. Select any node to edit its parameters in the Properties panel on the right.
Send it out (Syphon)
Whatever feeds Root is your composite. To share it with another app on the same Mac:
- Open the
Rendermenu and turn onSyphon Output(⌘⌥1). Pick a server name from the same menu. - Open your receiver and select the new Syphon server — you should be looking at your composite, running on Metal at the project’s frame rate. (
NDI Output/⌘⌥2streams it over the network instead.)
Add an effect
R3NE’s post-effects work as a loopback: connect a node’s texture output into an effect’s texture input and the effect is applied to that source.
- Press
Taband add aGlow(bloom) effect. - Wire your source’s
textureoutput intoGlow’s texture input, then feedGlowintoRoot. - Tweak
thresholdandintensityin the inspector and watch the preview and receiver update live — no recompile pause.
Where to next
- Browse the full node reference.
- Connect a model to your graph, see MCP.
- Write your own node in Metal Shading Language.