Docs

Build 3D on the web,
node by node.

nuflo is a node-based 3D web builder. Design a scene as a graph, drive it with signals, and export a single <nf-scene> web component you host anywhere. Below: the core ideas, then a reference for every node in the engine.

Core concepts

The graph is the scene

Everything — geometry, materials, lights, camera, environment, and post — is a node in one graph. No hidden side-channels: what's in the graph is what renders.

Signals drive everything

Any value can be driven by a signal (time, scroll, pointer, a variable). Wire a signal into a socket and that property animates — no keyframes required.

Components are reusable nodes

Group a graph into a component and reuse it like any other node. Its inputs become the knobs. Publish it and others can install it.

Export & self-host

A scene exports to an <nf-scene> web component you host anywhere. The runtime is lean and runs in the browser — WebGPU with a WebGL2 fallback.

Node reference

179 nodes, grouped by category

Generated from the engine catalog, so it always matches what ships. Each entry lists the node id and its input / output socket ids.

Generators · 20

curve_bezier — Generate an evaluated cubic Bezier curve poly spline.
IN mode, resolution, start, start_handle, end_handle, end · OUT curve
curve_circle — Generate a cyclic poly spline circle.
IN mode, resolution, radius, point_1, point_2, point_3 · OUT curve, center
curve_line — Generate a two-point poly spline line.
IN mode, start, end, direction, length · OUT curve
gaussian_splat — Load ASCII PLY-like splats or generate procedural splat points.
IN enabled, ply, count, center, spread, radius, opacity, color, seed, preview · OUT geometry
mesh_circle — Generate a flat circle mesh on the XY plane.
IN vertices, radius, fill_type · OUT mesh
mesh_cone — Generate a cone or truncated cone mesh.
IN vertices, radius_top, radius_bottom, depth, fill_type · OUT mesh
mesh_cube — Generate a cuboid mesh with subdivisions.
IN size, verts_x, verts_y, verts_z · OUT mesh
mesh_cylinder — Generate a cylinder mesh.
IN vertices, radius, depth, fill_type · OUT mesh
mesh_grid — Generate a planar mesh on the XY plane.
IN size_x, size_y, verts_x, verts_y · OUT mesh
mesh_ico_sphere — Generate a subdivided icosphere mesh.
IN subdivisions, radius · OUT mesh
mesh_import — Import OBJ, ASCII STL, or glTF/GLB (with materials + vertex colors) into graph geometry.
IN enabled, format, source, asset, scale, translation, flip_z · OUT geometry
mesh_line — Generate vertices in a line and connect them with edges.
IN count, start, offset · OUT mesh
mesh_torus — Generate a torus mesh with quad faces.
IN major_segments, minor_segments, major_radius, minor_radius · OUT mesh
mesh_uv_sphere — Generate a spherical mesh with rings and segments.
IN segments, rings, radius · OUT mesh
ribbon_strands — Generate a flowing band of thin emissive ribbon strips for bloom/glow effects.
IN strands, segments, length, band_width, ribbon_width, amplitude, frequency, flow_speed, phase, color_a, color_b, color_c, color_d, emission_strength · OUT mesh
skeletal_animation_import — Import a skinned mesh clip and sample it from a signal-driven timeline.
IN enabled, source, progress, loop, speed, offset, scale, translation · OUT geometry, time, duration
static_mesh — Emit a baked / imported mesh snapshot as geometry. The mesh literal carries positions, normals, UVs, indices, and per-vertex colors; the output is the standard Geometry value every modifier expects.
IN mesh · OUT mesh
svg_shape — Extrude an SVG path (the `d` attribute) into a solid 3D shape — for icon outlines, rounded rects, line-icon silhouettes.
IN path, depth, size, smoothness · OUT mesh
text — Generate 3D text mesh from real font outlines, with extrusion.
IN text, font, size, depth, bevel, bevel_segments, letter_spacing, line_height, align · OUT mesh
ui_canvas — Generate a 2D UI frame surface with mouse hit outputs.
IN enabled, mode, frame_id, center, width, height, hit_test, background · OUT geometry, hovered, mouse_uv

Geometry · 39

align_to_path — Move geometry to a sampled point on a curve path.
IN geometry, path, slide, curve_index, pivot, follow_rotation · OUT geometry, position, tangent
bend_deformer — Bend geometry positions around an axis.
IN geometry, angle, axis, origin · OUT geometry
bevel — Chamfer or round the edges of a mesh. segments=1 is a flat chamfer; higher segments round the edges and corners. profile shapes the rounded cross-section (superellipse r).
IN geometry, offset, segments, profile · OUT geometry
capture_attribute — Capture a field on geometry and expose it as a downstream field.
IN geometry, selection, capture_name, domain, data_type, value_float, value_int, value_bool, value_vector, value_color · OUT geometry, float, integer, boolean, vector, color, exists
curve_to_mesh — Convert curves into wire meshes or sweep a profile curve along them.
IN curve, profile_curve, scale, fill_caps · OUT mesh
displace_layer — Move selected points along a direction by a signal/noise-driven height field.
IN geometry, selection, height, strength, midlevel, direction · OUT geometry
dual_mesh — Compute the topological dual of a mesh.
IN mesh, keep_boundaries · OUT dual_mesh
edge_split — Duplicate selected mesh edges and separate adjacent faces.
IN geometry, selection · OUT geometry
exploded_view — Move disconnected mesh parts apart with a single explode driver.
IN geometry, explode, distance, direction · OUT geometry
extrude_mesh — Extrude selected mesh vertices, edges, or faces by an offset.
IN geometry, selection, mode, offset, offset_scale, individual · OUT geometry
fillet_curve — Round poly spline corners with sampled circular arcs.
IN curve, selection, mode, radius, limit_radius, count · OUT curve
flip_normals — Reverse selected face winding to flip mesh normals.
IN geometry, selection · OUT geometry
geometry_info — Bounding-box centroid and extent of a geometry set (drive lights from objects).
IN geometry · OUT center, size
geometry_proximity — Compute closest target position and distance fields for sample positions.
IN target, target_element, source_position · OUT position, distance, is_valid
join_geometry — Merge any number of geometry inputs into one set.
IN inputs · OUT geometry
merge_by_distance — Merge selected vertices or points within a given distance.
IN geometry, selection, mode, distance · OUT geometry
mesh_boolean — Constructive solid geometry on two meshes: union (0), intersection (1), difference A−B (2), or xor (3). The operation is signal-drivable. Robust exact-arithmetic arrangement (Cherchi 2022).
IN mesh_a, mesh_b, operation · OUT geometry
mesh_to_curve — Convert mesh edges into poly splines (inverse of Curve to Mesh).
IN mesh · OUT curve
morph_target — Blend mesh vertex positions toward a target geometry.
IN geometry, target, factor · OUT geometry
product_mesh_optimize — Weld, triangulate, LOD-budget, and report heavy product mesh export weight.
IN geometry, enabled, weld_distance, triangulate, drop_degenerate, max_triangles · OUT geometry, report, before_triangles, after_triangles, before_bytes, after_bytes, saved_bytes
raycast — Cast field rays onto a target mesh and output hit fields.
IN target, source_position, ray_direction, ray_length · OUT is_hit, hit_position, hit_normal, hit_distance
repeat_zone — Iteratively apply a cumulative transform and emit a final state or trail.
IN geometry, mode, iterations, include_initial, translation, rotation, scale · OUT geometry
resample_curve — Generate evenly spaced points along each poly spline.
IN curve, selection, mode, count, length · OUT curve
sdf_box — Signed distance from an axis-aligned box using half extents.
IN position, center, half_extents · OUT distance, inside
sdf_sphere — Signed distance from a sphere; negative values are inside.
IN position, center, radius · OUT distance, inside
sdf_to_mesh — Polygonize a signed-distance field into a mesh (surface nets).
IN sdf, center, size, resolution, smooth, gpu · OUT geometry
sdf_torus — Signed distance from a torus in the XY plane.
IN position, center, major_radius, minor_radius · OUT distance, inside
set_position — Set the position of each selected point to Position + Offset.
IN geometry, selection, position, offset · OUT geometry
shape_blend — Boolean, smooth boolean, or morph composition of SDF distances; variadic for commutative ops (union / intersect / smooth_union / smooth_intersect).
IN operation, inputs, a, b, smoothness, factor · OUT distance, inside
spline_parameter — Bake per-point Factor (0–1), Length, and Index along each spline as named Point attributes.
IN curve, factor_name, length_name, index_name · OUT curve
store_named_attribute — Store a field on geometry as a named attribute.
IN geometry, selection, name, domain, data_type, value_float, value_int, value_bool, value_vector, value_color · OUT geometry
subdivide_mesh — Divide mesh faces into smaller faces without smoothing.
IN mesh, level · OUT mesh
subdivision_surface — Smoothly subdivide mesh faces with Catmull-Clark-style rules.
IN mesh, level · OUT mesh
taper_deformer — Taper geometry positions progressively along an axis.
IN geometry, factor, axis, origin · OUT geometry
transform_geometry — Translate, rotate and scale geometry by a 4x4 transform.
IN geometry, translation, rotation, scale, pivot · OUT geometry
triangulate_mesh — Convert selected mesh faces to triangular faces.
IN geometry, selection, quad_method, ngon_method · OUT geometry
trim_curve — Trim each poly spline to a factor or length range.
IN curve, selection, mode, start, end, start_length, end_length · OUT curve
twist_deformer — Twist geometry positions progressively around an axis.
IN geometry, angle, axis, origin · OUT geometry
wireframe_mesh — Convert selected mesh faces into inset wireframe strips.
IN geometry, selection, thickness, replace_original · OUT geometry

Distribute & instancing · 7

cloner — Duplicate a mesh into linear, grid, or radial clone patterns.
IN geometry, mode, count, count_x, count_y, count_z, offset, rotation_step, scale, radius, seed, noise_offset, noise_amount · OUT geometry
component_instance — Instantiate shared component geometry with local transform/material overrides.
IN component, enabled, instance_id, translation, rotation, scale, pivot, override_material, base_color, metallic, roughness, emission, emission_strength · OUT geometry
distribute_points_on_faces — Scatter a deterministic point cloud across mesh faces.
IN mesh, selection, density, density_factor, seed · OUT points, normal, id
instance_on_points — Copy an instance mesh onto every point, realized into one mesh.
IN points, instance, instance_index, rotation, scale · OUT geometry
points_grid — Generate a centered 3D lattice of points.
IN count_x, count_y, count_z, spacing · OUT geometry
poisson_points — Generate a deterministic Poisson-disc point cloud on the XY plane.
IN width, height, min_distance, max_points, seed · OUT geometry
realize_instances — Convert instanced geometry into concrete geometry data.
IN geometry, selection, realize_all, depth · OUT geometry

Materials & lights · 19

brightness_contrast — Adjust brightness and contrast of a color field.
IN color, brightness, contrast · OUT color
color_gradient — Interpolate between two colors by a factor (a 2-stop color ramp).
IN factor, color_a, color_b · OUT color
depth_gradient_layer — Color material fields by distance from a vector or camera-space origin.
IN origin_mode, blend_mode, vector, origin, camera_position, range, blend, base_color, stop_0_position, stop_1_position, stop_2_position, stop_3_position, stop_0_color, stop_1_color, stop_2_color, stop_3_color · OUT color
gradient_material_layer — Multi-stop linear, radial, or polar gradient layer for material color fields.
IN gradient_type, vector, angle, offset, scale, blend, base_color, stop_0_position, stop_1_position, stop_2_position, stop_3_position, stop_0_color, stop_1_color, stop_2_color, stop_3_color · OUT color
hue_saturation_value — Apply a color transformation in the HSV color model.
IN hue, saturation, value, factor, color · OUT color
layer_mask — Blend a material color layer through a grayscale mask field.
IN blend_mode, base_color, layer_color, mask, opacity, invert, clamp_result · OUT factor, color
light_directional — A sun-style directional light (travel direction, color, intensity).
IN direction, color, intensity · OUT light
light_point — An omnidirectional point light (position, color, intensity, range).
IN position, color, intensity, range · OUT light
light_spot — A cone spotlight (position, direction, color, intensity, range, cone angles).
IN position, direction, color, intensity, range, inner_angle, outer_angle · OUT light
material_asset — Reusable named PBR material parameter set.
IN asset_id, preset, base_color, metallic, roughness, emission, emission_strength, iridescence, iridescence_thickness, matcap, tint, tint_strength · OUT asset_hash, base_color, metallic, roughness, emission, emission_strength, iridescence, iridescence_thickness, matcap
material_stack — Compose up to 8 material color layers over a base color (active count = layer_count).
IN base_color, clamp_result, layer_count, layer_1_mode, layer_1_color, layer_1_mask, layer_1_opacity, layer_2_mode, layer_2_color, layer_2_mask, layer_2_opacity, layer_3_mode, layer_3_color, layer_3_mask, layer_3_opacity, layer_4_mode, layer_4_color, layer_4_mask, layer_4_opacity, layer_5_mode, layer_5_color, layer_5_mask, layer_5_opacity, layer_6_mode, layer_6_color, layer_6_mask, layer_6_opacity, layer_7_mode, layer_7_color, layer_7_mask, layer_7_opacity, layer_8_mode, layer_8_color, layer_8_mask, layer_8_opacity · OUT color
mix_color — Mix two color fields using Blender color blend modes.
IN mode, factor, color_a, color_b, clamp_result · OUT color
mix_shader — Blend two geometry-carried material states.
IN factor, shader_a, shader_b · OUT shader
noise_material_layer — Map procedural Perlin or Simplex noise into a blendable material color.
IN dimensions, noise_type, vector, w, scale, detail, roughness, lacunarity, distortion, blend, base_color, low_color, high_color · OUT factor, color
outline_layer — Create inflated outline shell geometry with a stylized material.
IN geometry, width, outline_color, emission_strength, include_original · OUT geometry
rgb_curves — Apply curve preset corrections to the combined RGB value and each color channel.
IN combined, red, green, blue, factor, color · OUT color
set_emission — Bake a per-vertex emission color (color × strength) onto geometry for the renderer.
IN geometry, color, strength · OUT geometry
set_material — Assign a PBR material (base color, metallic, roughness, emission) to geometry.
IN geometry, base_color, metallic, roughness, emission, emission_strength, iridescence, iridescence_thickness, matcap, texture_mix, video_texture_mix, texture_projection, texture_offset_x, texture_offset_y, texture_scale_x, texture_scale_y, normal_map_strength, bump_map_strength, roughness_map_strength · OUT geometry
wireframe_material — Convert mesh faces into renderable wire strips and assign their material.
IN geometry, selection, thickness, wire_color, emission_strength, roughness, replace_original · OUT geometry

Camera, environment & post · 3

camera — The scene camera (eye, target, field of view). Drive its inputs with expressions or curves to animate it.
IN eye, target, up, fov, projection, ortho_height, near, far, aspect · OUT camera
environment — The scene environment: gradient IBL, fog, and the visible background color.
IN background, solid_background, gradient_floor, gradient_zenith, intensity, fog_color, fog_density, fog_near, fog_far · OUT environment
post — Scene post-processing: bloom, vignette, film grain, and color grade.
IN bloom_threshold, bloom_knee, bloom_strength, vignette_intensity, vignette_radius, vignette_smoothness, vignette_roundness, film_grain_intensity, film_grain_size, film_grain_time, color_grade_exposure, color_grade_contrast, color_grade_saturation, color_grade_hue · OUT post

Inputs & signals · 64

animation_action — Persistent animation clip playback state from event trigger pulses.
IN play, pause, reverse, stop, reset, enabled, clip_id, start_time, end_time, delay, speed, weight, loop_mode, loop_count, initial_time, initial_playing · OUT clip_id, time, progress, playing, delayed, completed, direction, loop_index, weight, time_scale
camera_switch — Triggered eased interpolation between two camera configurations.
IN trigger, reverse, reset, enabled, from_eye, from_target, from_fov, to_eye, to_target, to_fov, duration, easing, initial_progress · OUT eye, target, fov, progress, eased, active, completed, direction
curl_noise — Divergence-free 3D curl-noise flow field (Bridson 2007). Smooth swirling vectors that evolve with the Time input.
IN vector, scale, time · OUT vector
destroy_object — Persistent hide/remove state triggered by event pulses.
IN trigger, restore, reset, enabled, initial_destroyed · OUT active, visible, destroyed, changed, destroyed_now, restored_now
follow — Blend a position toward a target with damping and axis constraints.
IN enabled, current, target, offset, damping, axis_mask · OUT active, position, delta, target, distance
get_boolean_variable — Read a boolean state variable by name (persists across frames).
IN name · OUT value
get_color_variable — Read a color state variable by name (persists across frames).
IN name · OUT value
get_number_variable — Read a numeric state variable by name (persists across frames).
IN name · OUT value
get_vector_variable — Read a vector state variable by name (persists across frames).
IN name · OUT value
gradient_texture — A gradient (linear / radial / spherical) field from a coordinate.
IN gradient_type, vector · OUT fac
image_texture — Bind an asset URL to a scene-wide image slot (base color, normal, bump, roughness).
IN asset_url, slot
input_breakpoint — Responsive tier (0=mobile/1=tablet/2=desktop) and orientation from the viewport size.
· OUT tier, is_mobile, is_tablet, is_desktop, is_portrait
input_click — True while the primary pointer button is held.
· OUT pressed
input_drag — Primary-pointer drag position, delta, and drop/snap signals.
IN enabled, origin, scale, damping, snap, snap_target, snap_radius · OUT active, started, ended, dropped, snapped, position, delta, frame_delta, start, current
input_external_bool — Reads a host-injected bool by name. The default is emitted when the host hasn't supplied a value yet (initial preview, no API call, missing key).
IN name, default · OUT value
input_external_float — Reads a host-injected float by name. The default is emitted when the host hasn't supplied a value yet (initial preview, no API call, missing key).
IN name, default · OUT value
input_external_vec3 — Reads a host-injected 3-component vector by name. The default is emitted when the host hasn't supplied a value yet (initial preview, no API call, missing key).
IN name, default · OUT value
input_index — The index of each element in its domain.
· OUT index
input_key_down — One-frame pulse when the configured key is pressed.
IN key · OUT down
input_key_press — True while the configured key is held.
IN key · OUT pressed
input_key_up — One-frame pulse when the configured key is released.
IN key · OUT up
input_material_index — Retrieve each element's material index from the geometry material_index attribute.
· OUT material_index
input_mouse — Pointer position: x/y centered in -1..1, plus uv in 0..1.
· OUT x, y, uv
input_mouse_down — One-frame pulse when the primary pointer button is pressed.
· OUT down
input_mouse_hover — True while the pointer is inside the viewport.
· OUT hover
input_mouse_press — True while the primary pointer button is held.
· OUT pressed
input_mouse_up — One-frame pulse when the primary pointer button is released.
· OUT up
input_named_attribute — Retrieve a named attribute from the evaluated geometry domain.
IN name · OUT float, integer, boolean, vector, color, exists
input_normal — The normal direction of each element.
· OUT normal
input_position — The location of each element of the geometry.
· OUT position
input_preferences — Visitor OS display preferences: dark mode and reduced motion.
· OUT dark_mode, reduced_motion
input_scroll — Scroll progress through the component, 0 (top) to 1 (bottom).
· OUT scroll
input_section — Active page-section index and scroll progress through it (for scrollytelling).
· OUT index, progress, active
input_special_characters — Output string characters that cannot be typed directly with the keyboard
· OUT line_break, tab
input_start — One-frame pulse on the first runtime tick after the scene loads.
· OUT start
input_string — Provide a string value that can be connected to other nodes in the tree
IN string · OUT string
input_time — Seconds since the scene started (and the frame delta).
· OUT time, delta
input_viewport — Component size in pixels and its aspect ratio.
· OUT width, height, aspect
look_at — Euler rotation that turns a local forward axis toward a target.
IN enabled, source, target, current_rotation, forward_axis, damping, axis_mask · OUT active, rotation, target_rotation, direction, distance
noise_texture — Fractal Perlin or Simplex (fBM) noise driven by a coordinate field.
IN dimensions, noise_type, vector, w, scale, detail, roughness, lacunarity, distortion · OUT fac
open_link — On a one-frame pulse, open a URL in the same tab or a new one.
IN pulse, url, new_tab, enabled · OUT fired
play_sound — On a one-frame pulse, play an audio asset by id.
IN pulse, asset_id, volume, enabled · OUT fired
play_video — On a one-frame pulse, play a video asset by id.
IN pulse, asset_id, enabled · OUT fired
reset_all_variables — On a one-frame pulse, reset every declared state variable to its default.
IN pulse, enabled · OUT fired
reset_variable — On a one-frame pulse, reset a named state variable to its declared default.
IN pulse, name, enabled · OUT fired
scene_switch — Triggered scene selection with optional delay and fade progress.
IN trigger, reset, enabled, target_scene, initial_scene, transition, duration, delay · OUT scene_index, from_scene, target_scene, progress, opacity, active, delayed, completed
set_bool_variable — On a one-frame pulse, write the boolean value into a named state variable.
IN pulse, name, value, enabled · OUT value, fired
set_color_variable — On a one-frame pulse, write the RGBA color value into a named state variable.
IN pulse, name, value, enabled · OUT value, fired
set_variable — On a one-frame pulse, write the input value into a named state variable.
IN pulse, name, value, enabled · OUT value, fired
set_vector_variable — On a one-frame pulse, write the vector value into a named state variable.
IN pulse, name, value, enabled · OUT value, fired
signal — A live animation signal as a field (time, scroll, pointer, …). Stays symbolic so it can be compiled to a GPU uniform.
IN kind · OUT value
state_change_event — One-frame pulses when a boolean state transitions.
IN state, changes_to, enabled, fire_initial · OUT entered, exited, changed, matches
state_transition — Triggered eased interpolation between two numeric state values.
IN trigger, reverse, reset, enabled, from, to, duration, easing, initial_progress · OUT value, progress, eased, active, completed, direction
texture_coordinate — Coordinate fields for procedural texture and material nodes.
· OUT generated, normal, uv, object, camera, window, reflection
timeline — Output normalized 0..1 progress from scene time.
IN start, duration, loop, ping_pong · OUT progress
toggle_state — Persistent flip-flop boolean toggled by a trigger pulse.
IN trigger, enabled, initial, reset, reset_value · OUT state, changed, on, off
trigger_area — Boolean signal when a position is inside a sphere or box volume.
IN enabled, shape, position, center, radius, half_extents, falloff · OUT inside, outside, center_distance, signed_distance, proximity
value — A single float value.
IN value · OUT value
variable_change_event — One-frame pulses when a numeric signal changes beyond a threshold.
IN value, threshold, enabled, fire_initial · OUT changed, increased, decreased, current, previous, delta, abs_delta
variable_control — Persistent play/pause/reverse state from event trigger pulses.
IN play, pause, reverse, toggle, reset, enabled, speed, initial_state · OUT playback_state, playing, forward, reversing, signed_speed, changed
vector_input — A single vector value.
IN vector · OUT vector
voronoi_texture — Cellular (Voronoi) F1 distance field driven by a coordinate.
IN vector, scale, randomness · OUT distance
wave_texture — Banded sine-wave texture with optional fractal distortion.
IN vector, scale, distortion, detail · OUT fac
white_noise — A stable hash of the input coordinate, in [0, 1].
IN vector · OUT value

Math · 26

align_rotation_to_vector — Rotate so a chosen local axis points along a target vector (Euler XYZ).
IN rotation, factor, axis, vector · OUT rotation
boolean_math — Boolean logic over two boolean fields.
IN operation, a, b · OUT result
clamp — Clamps a value between a minimum and maximum.
IN clamp_type, value, min, max · OUT result
combine_xyz — Combines X, Y, Z components into a vector.
IN x, y, z · OUT vector
compare — Compare two float fields, producing a boolean field.
IN operation, a, b, epsilon · OUT result
find_in_string — Find the number of times a given string occurs in another string and the position of the first match
IN string, search, mode · OUT first_found, count
float_curve — Maps a float through a Blender-style curve preset.
IN preset, factor, value · OUT value
keyframe_interpolator — Interpolate a float value across authored keyframes (variable count, optional Bezier easing).
IN easing, time, keyframe_count, bezier_p1_x, bezier_p1_y, bezier_p2_x, bezier_p2_y, time_0, value_0, time_1, value_1, time_2, value_2, time_3, value_3, time_4, value_4, time_5, value_5, time_6, value_6, time_7, value_7 · OUT value
map_range — Remaps a value from one range to another.
IN interpolation, value, from_min, from_max, to_min, to_max, steps, clamp · OUT result
mapping — Transform a vector field with translation, Euler XYZ rotation and scale.
IN vector_type, vector, location, rotation, scale · OUT vector
match_string — Check if a given string exists within another string
IN string, operation, key · OUT result
math — Performs a scalar math operation on float values.
IN operation, a, b, c · OUT value
mix — Linearly interpolates between two vectors by a factor.
IN factor, a, b · OUT result
random_value — A per-element random float in [min, max], driven by id and seed.
IN min, max, id, seed · OUT value
replace_string — Replace a given string segment with another
IN string, find, replace · OUT string
reverse_string — Reverse the order of the characters in a string
IN string · OUT string
separate_xyz — Splits a vector into its X, Y, Z components.
IN vector · OUT x, y, z
slice_string — Extract a string segment from a larger string
IN string, position, length · OUT string
state_blend — Blend float, vector, color, and boolean property states from one signal.
IN easing, factor, enabled, invert, state_a_float, state_b_float, state_a_vector, state_b_vector, state_a_color, state_b_color, state_a_bool, state_b_bool, bool_threshold · OUT float, vector, color, bool, factor, eased
string_join — Combine any number of input strings
IN delimiter, strings · OUT string
string_length — Output the number of characters in the given string
IN string · OUT length
string_to_value — Derive a numeric value from a given string representation
IN data_type, string, base · OUT value, length
switch — Select the True or False field per element based on a condition.
IN condition, false, true · OUT result
trim_string — Remove characters from the beginning and end of a string
IN string, characters, whitespace, trim_start, trim_end · OUT string
value_to_string — Generate a string representation of the given input value
IN data_type, value, decimals, value_int, base, padding · OUT string
vector_math — Performs a math operation on 3D vectors.
IN operation, a, b, c, scale · OUT vector, value

Output · 1

output — The graph's geometry output sink; echoes its input.
IN geometry · OUT geometry