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Input Nodes

Constant value inputs for numbers, colors, vectors, and other data types used as effect parameters.

Constant value inputs for numbers, colors, vectors, and other data types used as effect parameters.

This category contains 33 nodes.

Nodes

Audio Bands

Audio split into 6 frequency ranges. React to kick drums with Sub/Bass, snares with Mids, or hi-hats with Treble.

Inputs: Time offset lets you access recent audio history (0 = now, 1 = about 4 seconds ago).

NameTypeRangeDefault
TimeNumberunit0

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

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

Frequency bands with smooth falloff. Same as Audio Bands but with gradual decay for smoother, less flickery visualizations.

Inputs: Time offset lets you access recent audio history (0 = now, 1 = about 4 seconds ago).

NameTypeRangeDefault
TimeNumberunit0

Outputs: Sub, Bass, Mid-Bass, Lower Mids, Upper Mids, and Treble bands. Each has average and peak outputs with 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

Overall audio loudness. Smoothed average that responds well to general volume changes.

Inputs: Time offset lets you access recent audio history (0 = now, 1 = about 4 seconds ago).

NameTypeRangeDefault
TimeNumberunit0

Outputs: Loudness from 0 (silent) to 1 (loud).

NameTypeRange
LevelNumberunit

Audio Level Decay

Audio level with smooth falloff. Rises quickly with the music but falls gradually, creating a 'VU meter' effect.

Inputs: Time offset lets you access recent audio history (0 = now, 1 = about 4 seconds ago).

NameTypeRangeDefault
TimeNumberunit0

Outputs: Smoothed level from 0 (silent) to 1 (loud).

NameTypeRange
LevelNumberunit

Audio Peak

Instant audio peaks. Responds sharply to transients like drum hits and bass drops.

Inputs: Time offset lets you access recent audio history (0 = now, 1 = about 4 seconds ago).

NameTypeRangeDefault
TimeNumberunit0

Outputs: Peak level from 0 (silent) to 1 (loud).

NameTypeRange
PeakNumberunit

Audio Peak Decay

Audio peaks with smooth falloff. Jumps instantly on hits but decays gradually, great for 'flash and fade' effects.

Inputs: Time offset lets you access recent audio history (0 = now, 1 = about 4 seconds ago).

NameTypeRangeDefault
TimeNumberunit0

Outputs: Smoothed peak from 0 (silent) to 1 (loud).

NameTypeRange
PeakNumberunit

Audio Reactive

Quick way to make any parameter respond to music. Set the output range and sensitivity to control how much the audio affects your effect.

Inputs: Sensitivity controls how strongly audio affects the output. Min/Max set the output range. Time offset accesses audio history.

NameTypeRangeDefault
SensitivityNumberany2
MinNumberany0
MaxNumberany1
TimeNumberunit0

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

NameTypeRange
ValueNumberany

Audio Spectrum

Get the intensity at a specific frequency. Use with Pixel Position to create spectrum visualizers that display frequencies across your fixtures.

Inputs: Frequency from 0 (bass) to 1 (treble). Time offset accesses audio history.

NameTypeRangeDefault
FrequencyNumberunit0.5
TimeNumberunit0

Outputs: How loud that frequency is (0 to 1).

NameTypeRange
MagnitudeNumberunit

Audio Spectrum Centroid

Measures the 'brightness' of the audio. Low values mean dark/bassy sound, high values mean bright/trebly sound.

Inputs: Time offset accesses audio history.

NameTypeRangeDefault
TimeNumberunit0

Outputs: Brightness from 0 (dark/bassy) to 1 (bright/trebly).

NameTypeRange
CentroidNumberunit

Audio Spectrum Centroid Decay

Audio brightness with smooth transitions. Same as Spectrum Centroid but changes gradually.

Inputs: Time offset accesses audio history.

NameTypeRangeDefault
TimeNumberunit0

Outputs: Smoothed brightness from 0 (dark) to 1 (bright).

NameTypeRange
CentroidNumberunit

Audio Spectrum Decay

Spectrum intensity with smooth falloff. Same as Audio Spectrum but decays gradually for smoother visualizers.

Inputs: Frequency from 0 (bass) to 1 (treble). Time offset accesses audio history.

NameTypeRangeDefault
FrequencyNumberunit0.5
TimeNumberunit0

Outputs: Smoothed intensity at that frequency (0 to 1).

NameTypeRange
MagnitudeNumberunit

Audio Spectrum Peak

Which frequency is currently loudest. Use for pitch-reactive effects that follow the dominant tone in the music.

Inputs: Time offset accesses audio history.

NameTypeRangeDefault
TimeNumberunit0

Outputs: Dominant frequency from 0 (bass) to 1 (treble).

NameTypeRange
FrequencyNumberunit

Audio Spectrum Peak Decay

Dominant frequency with smooth transitions. Same as Spectrum Peak but changes gradually for less jumpy effects.

Inputs: Time offset accesses audio history.

NameTypeRangeDefault
TimeNumberunit0

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

NameTypeRange
FrequencyNumberunit

Audio Spectrum Range

Average intensity across a custom frequency range. Define your own frequency bands beyond the preset Audio Bands.

Inputs: Start and End define the frequency range (0 = bass, 1 = treble). Time offset accesses audio history.

NameTypeRangeDefault
StartNumberunit0
EndNumberunit0.2
TimeNumberunit0

Outputs: Average intensity across the range (0 to 1).

NameTypeRange
MagnitudeNumberunit

Audio Waveform

Raw audio waveform sample. Use with Pixel Position to visualize the actual sound wave shape across your fixtures.

Inputs: Position along the waveform (0 to 1). Time offset accesses audio history.

NameTypeRangeDefault
PositionNumberunit0.5
TimeNumberunit0

Outputs: Wave amplitude from -1 to 1 (0 is silence).

NameTypeRange
AmplitudeNumberany

Audio Waveform Envelope

Smoothed overall waveform amplitude. Captures the 'shape' of the sound regardless of positive/negative phases.

Inputs: Samples controls smoothness (8 = responsive, 64 = very smooth). Time offset accesses audio history.

NameTypeRangeDefault
SamplesNumber8-6432
TimeNumberunit0

Outputs: Envelope level from 0 to 1.

NameTypeRange
EnvelopeNumberunit

Color

A fixed color value. Use for solid colors or as a starting point for color effects.

Inputs: Pick any color.

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

Outputs: The selected color.

NameTypeRange
ColorColorcolor

Controlled Values

Values controllable from the UI panel. Add outputs for parameters you want to adjust during playback.


Dynamic Color

Color that can use gradients, presets (Primary/Secondary/Tertiary), or special modes like Rainbow. More flexible than a static color.

Inputs: Configure the color type and 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 for use with other nodes.

NameTypeRange
Dynamic ColorDynamicColordcolor

Layer Settings

Access the current layer's intensity setting. Use to make effects respond to layer intensity changes.

Outputs: Layer intensity from 0 (off) to 1 (full).

NameTypeRange
IntensityNumberany

Leap Digits

Per-finger extension state of one Leap Motion hand. Reports which fingers the tracking model sees as straight, plus how many are extended and whole-hand open/fist gestures.

Inputs: Handedness picks which hand to read (Left or Right). It is fixed when the patch is built, not driven by the graph.

NameTypeRangeDefault
HandednessEnumenumLeft

Outputs: Present is 1 while the hand is tracked, else 0. Thumb through Pinky are 1 when the finger is extended (straight), else 0. Extended Count is the number of extended fingers (0-5). Open is 1 only when all five are extended; 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

Motion and analog gesture data for one Leap Motion hand: palm velocity, the continuous pinch and grab measures, and how long the hand has been tracked.

Inputs: Handedness picks which hand to read (Left or Right). It is fixed when the patch is built, not driven by the graph.

NameTypeRangeDefault
HandednessEnumenumLeft

Outputs: Present is 1 while the hand is tracked, else 0. Velocity is the palm's motion in millimetres per second (a signed direction vector, not a position). Pinch Distance is the thumb-to-index gap in millimetres. Grab Angle is the average finger-to-palm angle in radians, from 0 (open) to about pi (fist). Visible Time is how long the hand has been tracked, in seconds.

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

Leap Palm

Tracks one hand from a Leap Motion controller. Outputs palm position plus grab and pinch strength for hand-driven effects.

Inputs: Handedness picks which hand to read (Left or Right). It is fixed when the patch is built, not driven by the graph.

NameTypeRangeDefault
HandednessEnumenumLeft

Outputs: Present is 1 while the hand is tracked, else 0. Palm Position X/Y/Z are normalized 0-1 by the interaction box. Grab and Pinch run 0 (open) to 1 (closed).

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

Leap Pose

Full pose of one Leap Motion hand. Adds palm orientation and the five fingertip positions on top of the basic palm data.

Inputs: Handedness picks which hand to read (Left or Right). It is fixed when the patch is built, not driven by the graph.

NameTypeRangeDefault
HandednessEnumenumLeft

Outputs: Present is 1 while the hand is tracked, else 0. Palm Position, Stable Position, and the five fingertip positions are normalized 0-1 by the interaction box; Stable Position is smoothed and lags the raw position. Palm Normal and Palm Direction are unit orientation vectors with components around -1 to 1, not coordinates. Orientation X/Y/Z/W is the palm orientation quaternion. Grab and Pinch run 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, finger, bone, and which end of the bone to expose its position, rotation, and width.

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 patch is built, not driven by the graph.

NameTypeRangeDefault
HandednessEnumenumLeft
FingerEnumenumIndex
BoneEnumenumDistal
JointEnumenumNext

Outputs: Position is the joint normalized 0-1 by the interaction box; raw millimeter joint positions are not exposed. Rotation is the bone's orientation quaternion (X/Y/Z/W, not bounded). Width is the bone width in millimeters. Extended is 1 when the tracking model sees the selected finger as straight, else 0 (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

Gets color from an NDI video stream. Map video content onto your fixtures using position coordinates.

Inputs: Position (X/Y from 0-1 maps to video coordinates). Filter controls sampling quality (nearest = sharp pixels, linear = smooth).

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

Outputs: RGB color from the video at that position.

NameTypeRange
ColorColorcolor

Number

A fixed number value. Use for parameters like speed, size, or intensity.

Inputs: Any number.

NameTypeRangeDefault
NumberNumberany0

Outputs: The entered number.

NameTypeRange
NumberNumberany

Pixel Position

The current fixture's location in 3D space. Essential for creating position-based effects like gradients, waves, and patterns.

Outputs: X, Y, Z position based on your fixture layout.

NameTypeRange
VectorVectorvec:0-1

Previous Color

Gets the last frame's color for this fixture. Use for trails, fades, and feedback effects that build on previous output.

Outputs: The color this fixture displayed last frame.

NameTypeRange
ColorColorcolor

Random Position

Unique random position for each fixture. Stays constant over time, so each fixture gets its own consistent random offset.

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

NameTypeRange
VectorVectorvec:0-1

Time

Timing values for animation. Use Beat Progress for music-synced effects, Bar Progress for longer cycles, Cumulative Progress for continuous non-looping animation, or Timestamp for raw time.

Outputs: Beat Progress cycles 0 to 1 each beat. Bar Progress cycles 0 to 1 each bar (4 beats). Beat Index counts beats within the bar. Cumulative Beat Index counts total beats. Cumulative Progress counts total beats as a continuous float (never resets). Seconds is time since start, and Active Seconds is time since the layer turned on; both are the second-based form of Timestamp and Active Time, which are in milliseconds. Activation Count increments every time the layer turns on, useful for randomizing bumps per 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

A true/false toggle. Use for enabling or disabling features in your effect.

Inputs: On or off.

NameTypeRangeDefault
BooleanBooleanboolfalse

Outputs: True or false.

NameTypeRange
BooleanBooleanbool

Vector

A fixed 3D position or direction. Use for offsets, centers, or movement directions.

Inputs: X, Y, Z coordinates.

NameTypeRangeDefault
VectorVectorvec[0, 0, 0]

Outputs: The entered position.

NameTypeRange
VectorVectorvec