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Input Nodes

Where values enter the graph: constants, time, fixture position, layer intensity, audio, NDI video, and Leap Motion hand tracking.

This category contains 33 nodes.

Nodes

Audio Bands

Splits the audio into six frequency bands. React to kick drums with Sub or Bass, snares with the Mids, and hi-hats with Treble.

Inputs: The time offset reads from recent audio history, where 0 is now and 1 is about 4 seconds ago.

NameTypeRangeDefault
TimeNumberunit0

Outputs: Sub (deep bass), Bass (bass and kick), Mid-Bass (low punch), Lower Mids (body), Upper Mids (presence), and Treble (highs). Each band has an average and a peak output.

NameTypeRange
Sub AvgNumberunit
Sub PeakNumberunit
Bass AvgNumberunit
Bass PeakNumberunit
MBas AvgNumberunit
MBas PeakNumberunit
LMid AvgNumberunit
LMid PeakNumberunit
UMid AvgNumberunit
UMid PeakNumberunit
Treb AvgNumberunit
Treb PeakNumberunit

Audio Bands Decay

Works like Audio Bands, but the bands decay gradually, so visualizations flicker less.

Inputs: The time offset reads from recent audio history, where 0 is now and 1 is about 4 seconds ago.

NameTypeRangeDefault
TimeNumberunit0

Outputs: The Sub, Bass, Mid-Bass, Lower Mids, Upper Mids, and Treble bands. Each band has an average and a peak output, both with a smooth decay.

NameTypeRange
Sub AvgNumberunit
Sub PeakNumberunit
Bass AvgNumberunit
Bass PeakNumberunit
MBas AvgNumberunit
MBas PeakNumberunit
LMid AvgNumberunit
LMid PeakNumberunit
UMid AvgNumberunit
UMid PeakNumberunit
Treb AvgNumberunit
Treb PeakNumberunit

Audio Level

Measures the overall audio loudness as a smoothed average that follows general volume changes.

Inputs: The time offset reads from recent audio history, where 0 is now and 1 is about 4 seconds ago.

NameTypeRangeDefault
TimeNumberunit0

Outputs: The loudness, from 0 (silent) to 1 (loud).

NameTypeRange
LevelNumberunit

Audio Level Decay

Follows the audio level with a smooth falloff. It rises fast with the music and falls gradually, like a VU meter.

Inputs: The time offset reads from recent audio history, where 0 is now and 1 is about 4 seconds ago.

NameTypeRangeDefault
TimeNumberunit0

Outputs: The smoothed level, from 0 (silent) to 1 (loud).

NameTypeRange
LevelNumberunit

Audio Peak

Measures instant audio peaks. It responds sharply to transients like drum hits and bass drops.

Inputs: The time offset reads from recent audio history, where 0 is now and 1 is about 4 seconds ago.

NameTypeRangeDefault
TimeNumberunit0

Outputs: The peak level, from 0 (silent) to 1 (loud).

NameTypeRange
PeakNumberunit

Audio Peak Decay

Follows audio peaks with a smooth falloff. It jumps instantly on hits and decays gradually. Use it for flash-and-fade effects.

Inputs: The time offset reads from recent audio history, where 0 is now and 1 is about 4 seconds ago.

NameTypeRangeDefault
TimeNumberunit0

Outputs: The smoothed peak, from 0 (silent) to 1 (loud).

NameTypeRange
PeakNumberunit

Audio Reactive

Makes any parameter respond to music. The output range and the sensitivity set how much the audio affects your effect.

Inputs: Sensitivity sets how strongly the audio affects the output. Min and Max set the output range. The time offset reads from the audio history.

NameTypeRangeDefault
SensitivityNumberany2
MinNumberany0
MaxNumberany1
TimeNumberunit0

Outputs: A value between Min and Max that follows the audio level.

NameTypeRange
ValueNumberany

Audio Spectrum

Reads the intensity at one frequency. Combine it with Pixel Position to build a spectrum visualizer that spreads the frequencies across your fixtures.

Inputs: Frequency from 0 (bass) to 1 (treble). The time offset reads from the audio history.

NameTypeRangeDefault
FrequencyNumberunit0.5
TimeNumberunit0

Outputs: How loud that frequency is, from 0 to 1.

NameTypeRange
MagnitudeNumberunit

Audio Spectrum Centroid

Measures the brightness of the audio. Low values mean a dark, bassy sound, and high values mean a bright, trebly one.

Inputs: The time offset reads from the audio history.

NameTypeRangeDefault
TimeNumberunit0

Outputs: The brightness, from 0 (dark and bassy) to 1 (bright and trebly).

NameTypeRange
CentroidNumberunit

Audio Spectrum Centroid Decay

Works like Audio Spectrum Centroid, but its value changes gradually.

Inputs: The time offset reads from the audio history.

NameTypeRangeDefault
TimeNumberunit0

Outputs: The smoothed brightness, from 0 (dark) to 1 (bright).

NameTypeRange
CentroidNumberunit

Audio Spectrum Decay

Works like Audio Spectrum, but the intensity decays gradually. Use it for smoother visualizers.

Inputs: Frequency from 0 (bass) to 1 (treble). The time offset reads from the audio history.

NameTypeRangeDefault
FrequencyNumberunit0.5
TimeNumberunit0

Outputs: The smoothed intensity at that frequency, from 0 to 1.

NameTypeRange
MagnitudeNumberunit

Audio Spectrum Peak

Reports which frequency is loudest right now. Use it for pitch-reactive effects that follow the dominant tone in the music.

Inputs: The time offset reads from the audio history.

NameTypeRangeDefault
TimeNumberunit0

Outputs: The dominant frequency, from 0 (bass) to 1 (treble).

NameTypeRange
FrequencyNumberunit

Audio Spectrum Peak Decay

Works like Audio Spectrum Peak, but its value changes gradually. Use it for less jumpy effects.

Inputs: The time offset reads from the audio history.

NameTypeRangeDefault
TimeNumberunit0

Outputs: The smoothed dominant frequency, from 0 (bass) to 1 (treble).

NameTypeRange
FrequencyNumberunit

Audio Spectrum Range

Measures the average intensity across a frequency range you choose. Use it for bands beyond the six in Audio Bands.

Inputs: Start and End set the frequency range, where 0 is bass and 1 is treble. The time offset reads from the audio history.

NameTypeRangeDefault
StartNumberunit0
EndNumberunit0.2
TimeNumberunit0

Outputs: The average intensity across the range, from 0 to 1.

NameTypeRange
MagnitudeNumberunit

Audio Waveform

Reads a raw sample of the audio waveform. Combine it with Pixel Position to draw the shape of the sound wave across your fixtures.

Inputs: The position along the waveform (0 to 1). The time offset reads from the audio history.

NameTypeRangeDefault
PositionNumberunit0.5
TimeNumberunit0

Outputs: The wave amplitude, from -1 to 1, where 0 is silence.

NameTypeRange
AmplitudeNumberany

Audio Waveform Envelope

Follows the smoothed overall amplitude of the waveform. It tracks the shape of the sound in both the positive and the negative phase of the wave.

Inputs: Samples sets the smoothness, from 8 (responsive) to 64 (very smooth). The time offset reads from the audio history.

NameTypeRangeDefault
SamplesNumber8-6432
TimeNumberunit0

Outputs: The envelope level, from 0 to 1.

NameTypeRange
EnvelopeNumberunit

Color

Outputs a fixed color. Use it for solid colors or as the starting point for color effects.

Inputs: The color you pick.

NameTypeRangeDefault
ColorColorcolor[0, 0, 0, 0, 0, 0]

Outputs: The selected color.

NameTypeRange
ColorColorcolor

Controlled Values

Values you control from the UI panel. Add an output for each parameter you want to adjust during playback.


Dynamic Color

Outputs a color from a gradient, a preset (Primary, Secondary, or Tertiary), or a special mode such as Rainbow.

Inputs: The color type and its settings.

NameTypeRangeDefault
Dynamic ColorDynamicColordcolor{"type":"custom","color":{"stops":[{"id":"b0e5aqkqj","position":0,"color":[0,0,0,0,0,0]}],"lookupArray":[[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0]]}}

Outputs: A dynamic color to wire into other nodes.

NameTypeRange
Dynamic ColorDynamicColordcolor

Layer Settings

Reads the current layer's intensity, so an effect can respond when the layer intensity changes. In a group, the intensity includes the group's fader.

Outputs: The layer intensity times its group's fader, from 0 (off) to 1 (full).

NameTypeRange
IntensityNumberany

Leap Digits

Reads the per-finger extension state of one Leap Motion hand. It reports which fingers the tracking model sees as straight, how many are extended, and whether the whole hand is open or in a fist.

Inputs: Handedness picks which hand to read (Left or Right). It is fixed when the effect compiles.

NameTypeRangeDefault
HandednessEnumenumLeft

Outputs: Present is 1 while the hand is tracked and 0 otherwise. Thumb through Pinky are 1 when the finger is extended (straight) and 0 otherwise. Extended Count is the number of extended fingers (0-5). Open is 1 only when all five are extended, and Fist is 1 only when none are. Open and Fist are 0 while no hand is tracked.

NameTypeRange
PresentNumber0-1
ThumbNumber0-1
IndexNumber0-1
MiddleNumber0-1
RingNumber0-1
PinkyNumber0-1
Extended CountNumber0-5
OpenNumber0-1
FistNumber0-1

Leap Motion

Reads motion and continuous gesture data for one Leap Motion hand. The data includes palm velocity, the pinch and grab measures, and the time since tracking of the hand started.

Inputs: Handedness picks which hand to read (Left or Right). It is fixed when the effect compiles.

NameTypeRangeDefault
HandednessEnumenumLeft

Outputs: Present is 1 while the hand is tracked and 0 otherwise. Velocity is the palm's motion in millimeters per second, as a signed direction vector. Pinch Distance is the thumb-to-index gap in millimeters. Grab Angle is the average finger-to-palm angle in radians, from 0 (open) to about pi (fist). Visible Time is the time since tracking of the hand started, in seconds.

NameTypeRange
PresentNumber0-1
VelocityVectormm/s
Pinch DistanceNumbermm
Grab AngleNumberrad
Visible TimeNumbers

Leap Palm

Tracks one hand from a Leap Motion controller and outputs its palm position and its grab and pinch strength.

Inputs: Handedness picks which hand to read (Left or Right). It is fixed when the effect compiles.

NameTypeRangeDefault
HandednessEnumenumLeft

Outputs: Present is 1 while the hand is tracked and 0 otherwise. The interaction box normalizes Palm Position X, Y, and Z to 0-1. Grab and Pinch run from 0 (open) to 1 (closed).

NameTypeRange
PresentNumber0-1
Palm PositionVectorvec:0-1
GrabNumber0-1
PinchNumber0-1

Leap Pose

Reads the full pose of one Leap Motion hand. It adds palm orientation and the five fingertip positions to the data from Leap Palm.

Inputs: Handedness picks which hand to read (Left or Right). It is fixed when the effect compiles.

NameTypeRangeDefault
HandednessEnumenumLeft

Outputs: Present is 1 while the hand is tracked and 0 otherwise. The interaction box normalizes Palm Position, Stable Position, and the five fingertip positions to 0-1. Stable Position is smoothed and lags the raw position. Palm Normal and Palm Direction are unit orientation vectors with components around -1 to 1. Orientation X, Y, Z, and W form the palm orientation quaternion. Grab and Pinch run from 0 to 1.

NameTypeRange
PresentNumber0-1
Palm PositionVectorvec:0-1
Stable PositionVectorvec:0-1
Palm NormalVectorvec:dir
Palm DirectionVectorvec:dir
Orientation XNumbernumber
Orientation YNumbernumber
Orientation ZNumbernumber
Orientation WNumbernumber
GrabNumber0-1
PinchNumber0-1
Thumb TipVectorvec:0-1
Index TipVectorvec:0-1
Middle TipVectorvec:0-1
Ring TipVectorvec:0-1
Pinky TipVectorvec:0-1

Leap Raw

Reads a single bone joint from one Leap Motion hand. Pick the hand, the finger, the bone, and the end of the bone. The node reads the position, rotation, and width of that joint.

Inputs: Handedness, Finger (Thumb to Pinky), Bone (Metacarpal to Distal), and Joint (the bone's near or far end). All four are fixed when the effect compiles.

NameTypeRangeDefault
HandednessEnumenumLeft
FingerEnumenumIndex
BoneEnumenumDistal
JointEnumenumNext

Outputs: Position is the joint position, normalized to 0-1 by the interaction box. The node does not expose raw joint positions in millimeters. Rotation is the bone's orientation quaternion (X, Y, Z, and W, unbounded). Width is the bone width in millimeters. Extended is 1 when the tracking model sees the selected finger as straight and 0 otherwise. It has the same value for every bone of that finger.

NameTypeRange
PositionVectorvec:0-1
Rotation XNumbernumber
Rotation YNumbernumber
Rotation ZNumbernumber
Rotation WNumbernumber
WidthNumbermm
ExtendedNumber0-1

NDI Input

Samples color from an NDI video stream, so you can map video onto your fixtures by position.

Inputs: Position, whose X and Y (0-1) map to video coordinates. Filter sets the sampling quality: nearest gives sharp pixels and linear gives a smooth result.

NameTypeRangeDefault
PositionVectorvec:0-1[0.5, 0.5, 0]
FilterEnumenumnearest

Outputs: The RGB color of the video at that position.

NameTypeRange
ColorColorcolor

Number

Outputs a fixed number. Use it for parameters like speed, size, or intensity.

Inputs: Any number.

NameTypeRangeDefault
NumberNumberany0

Outputs: The entered number.

NameTypeRange
NumberNumberany

Pixel Position

Outputs the current fixture's location in 3D space. Position-based effects such as gradients, waves, and patterns start from it.

Outputs: The X, Y, Z position from your fixture layout.

NameTypeRange
VectorVectorvec:0-1

Previous Color

Outputs the color this fixture had on the last frame. Use it for trails, fades, and feedback effects that build on earlier output.

Outputs: The color this fixture displayed last frame.

NameTypeRange
ColorColorcolor

Random Position

Gives each fixture a random position that stays constant over time, so each fixture has its own fixed random offset.

Outputs: Random X, Y, Z values from 0 to 1, unique per fixture.

NameTypeRange
VectorVectorvec:0-1

Time

Outputs timing values for animation. Use Beat Progress for music-synced effects, Bar Progress for longer cycles, Cumulative Progress for continuous animation that never loops, or Timestamp for raw time.

Outputs: Beat Progress cycles 0 to 1 each beat, and Bar Progress cycles 0 to 1 each bar (4 beats). Beat Index counts beats within the bar, and Cumulative Beat Index counts total beats. Cumulative Progress counts total beats as a continuous number that never resets. Seconds is the time since start, and Active Seconds is the time since the layer turned on. They are Timestamp and Active Time in seconds instead of milliseconds. Activation Count goes up by one every time the layer turns on, so you can randomize a bump on each activation.

NameTypeRange
TimestampNumberms
SecondsNumbers
Active SecondsNumbers
Bar ProgressNumber0-1
Beat IndexNumberint
Beat ProgressNumber0-1
Cumulative Beat IndexNumberint
Cumulative ProgressNumbernumber
Active TimeNumberms
Active SinceNumberms
Activation CountNumberint

True/False

Outputs true or false. Use it to switch parts of your effect on or off.

Inputs: On or off.

NameTypeRangeDefault
BooleanBooleanboolfalse

Outputs: True or false.

NameTypeRange
BooleanBooleanbool

Vector

Outputs a fixed 3D position or direction. Use it for offsets, centers, or movement directions.

Inputs: The X, Y, Z coordinates.

NameTypeRangeDefault
VectorVectorvec[0, 0, 0]

Outputs: The entered position.

NameTypeRange
VectorVectorvec