Docs
Node Reference
A complete reference for all 300 processing nodes available in BrushCue.
Absolute Value
Returns the absolute value of a float
→ Float
And
Returns true if both inputs are true.
→ Bool
Bool Constant
Creates a constant of Bool. The user will modify this at the UI layer.
→ Bool
Bounds 2D Float Constant
Creates a constant of Bounds 2D Float. The user will modify this at the UI layer.
→ Bounds 2D Float
Bounds 2D Float from X, Y, Width & Height
Creates the bounds of a 2D float region from its X, Y, Width and Height.
→ Bounds 2D Float
Bounds2f Height
Gets the height of the bounds.
→ Float
Bounds2f Min X
Gets the minimum X coordinate (left edge) of the bounds.
→ Float
Bounds2f Min Y
Gets the minimum Y coordinate (top edge) of the bounds.
→ Float
Bounds2f Width
Gets the width of the bounds.
→ Float
Bounds 2D Int Constant
Creates a constant of Bounds 2D Int. The user will modify this at the UI layer.
→ Bounds 2D Int
Bounds 2D Int from X, Y, Width & Height
Creates the bounds of a 2D array from its X, Y, Width and Height.
→ Bounds 2D Int
Brush Custom
Creates a brush with a custom shader.
→ Brush
Brush Dashed
Creates a brush that alternates between two colors along the length of the path, for dashed/dotted strokes.
→ Brush
Brush Solid
Creates a brush with a color and radius. Will stroke with the solid color.
→ Brush
Character Constant
Creates a constant of Character. The user will modify this at the UI layer.
→ Character
Color Profile ACEScg
Creates an ACEScg Color Profile
→ Color Profile
Color Profile BT.709
Creates a BT.709 Color Profile
→ Color Profile
Color Profile Constant
Creates a constant of Color Profile. The user will modify this at the UI layer.
→ Color Profile
Color Profile OkLabA
Creates an OkLabA color profile. OkLab with also an alpha component.
→ Color Profile
Color Profile P3
Creates a P3 Color Profile
→ Color Profile
Color Profile PNG sRGB
Creates a color profile that is the same one as PNG sRGB.
→ Color Profile
Color Profile sRGB
Creates an sRGB Color Profile
→ Color Profile
Color Profile XYZ
Creates an XYZ Color Profile
→ Color Profile
Color Representation ACEScg
Creates a Color Representation using the ACEScg Color Profile with linear light, straight alpha pixel values.
→ Color Representation
Color Representation From Color Profile And Pixel Encoding
Creates a Color Representation by pairing a Color Profile with a Pixel Encoding.
→ Color Representation
Color Representation OkLabA
Creates a Color Representation using the OkLabA Color Profile with encoded pixel values.
→ Color Representation
Color Profile of a Color Representation
Given a color representation. Extracts the color profile of that color representation
→ Color Profile
Color Representation BT.2020
Creates a Color Representation using the BT.2020 Color Profile with gamma-encoded pixel values.
→ Color Representation
Color Representation sRGB
Creates a Color Representation using the sRGB Color Profile with gamma-encoded pixel values.
→ Color Representation
Color Representation XYZA
Creates a Color Representation using the XYZA Color Profile with linear light, straight alpha pixel values.
→ Color Representation
Composition Absolute Value
Takes the absolute value of all the pixels in the image.
→ Composition
Composition Blend Add
Adds the foreground and background images together using additive blending.
→ Composition
Composition Blend Alpha
Blends between the foreground and background using the alpha component of the foreground. 1 is foreground. 0 is background.
→ Composition
Composition Blend Max
Blends the foreground and background images using maximum value blending.
→ Composition
Composition Blend Min
Blends the foreground and background images using minimum blending, taking the minimum value for each pixel.
→ Composition
Composition Blend Multiply
Multiplies the foreground and background images together using multiply blending.
→ Composition
Composition Blend Stencil
Blends the foreground and background images using stencil blending. When the foreground is over the background, the foreground's alpha and the background's r, g and b are used.
→ Composition
Composition Blend Subtract
Subtracts the foreground image from the background image using subtractive blending.
→ Composition
Composition Bloom
Adds a soft bloom glow by blurring the image's bright areas and additively blending them back over the original. Threshold selects bright areas (OkLab lightness), sigma controls glow spread, intensity scales the glow strength.
→ Composition
Composition Bounds
Computes the bounding box of a composition.
→ Bounds 2D Float
Composition Box Blur
Applies a box blur to an image. Dimension is the size. 1 corresponding to 3x3, 2 5x5 and so on.
→ Composition
Composition Brightness Adjust
Adjusts an image's brightness by offsetting the L component in OkLab. A scale of 0 leaves brightness unchanged, positive values brighten, and negative values darken.
→ Composition
Composition Chroma Offset
Applies a chroma offset to an image. This is done by modifying the a and b components of OkLab. For the vector, X applies to a, Y to to b.
→ Composition
Composition Color Convert
Converts a Composition from one color space to another.
→ Composition
Composition Color Invert
Applies a color invert operation to a composition. Taking 1 and subtracting each RGB operation against it. Works in linear color.
→ Composition
Composition Color Representation
Gets the color representation associated with a Composition
→ Color Representation
Composition Color Threshold
Applies a color threshold to a Composition
→ Composition
Composition Color Transformer Shader
Defines a custom shader that takes an input color and then transforms that color to an output color.
→ Composition
Composition Connected Component Boxes
Finds boxes with a r alpha channel value greater than 0.5 in the image. Recommended to use a binary image for this.
→ Bounds 2D Int List
Composition Contrast Adjustment
Adjusts the contrast of a Composition
→ Composition
Composition Convolution
Performs a convolution on an composition
→ Composition
Composition Crop
Applies a crop to a Composition
→ Composition
Composition Duotone
Creates a duotone effect. Colors below the threshold will be color 1, colors above will be color 2.
→ Composition
Composition Emboss
Applies an emboss effect, turning edges into a raised relief lit from the given angle. Flat areas become mid-gray; a negative amount debosses.
→ Composition
Composition Exposure Adjust
Updates the exposure of your image. Internally, will multiply the linear version of RGB values by a value that equals 2^step.
→ Composition
Composition Film Grain
adds multi-octave value-noise film grain in OkLabA - grain_strength controls the overall intensity, and the fine/medium/high frequency and weight pairs control the size and contribution of each grain octave.
→ Composition
Composition Fisheye
Applies a fisheye lens distortion to this composition, magnifying the center and compressing the edges
→ Composition
Composition Flip Horizontal
Flips the image along the horizontal axis
→ Composition
Composition Flip Vertical
Flips the image vertically
→ Composition
Composition Foreground Cutout
Removes the background of a composition without a prompt, keeping the main subject on transparency. Edge colors are re-estimated so hair and fur don't carry the old background's color.
→ Composition
Composition Foreground Mask
Finds the main subject of a composition without a prompt and returns its mask. The result is white with the subject's soft matte in alpha (1 = subject), the same convention as Composition Segment.
→ Composition
Composition Freeform Shader
Given a bounds and a shader, allows you to generate an image.
→ Composition
Composition from Path
Loads an image from a file path or URL, decodes its bytes, and creates a Composition from it.
→ Composition
Composition Gaussian Blur
Applies a gaussian blur to an image. Sigma controls the blur intensity.
→ Composition
Composition Grayscale
Applies grayscale to a Composition
→ Composition
Composition Halftone
Applies a halftone effect to a composition, tiling it into cells and painting a foreground-colored dot in each cell whose radius grows as the cell darkens, over a background color.
→ Composition
Composition Kaleidoscope
Applies a kaleidoscope effect, folding the image into mirrored wedges around the center. segments controls the number of wedges, rotation spins the pattern, and warp/warp_frequency add a radial glass-like distortion.
→ Composition
Composition Lightness Curve
Applies a curve to the L component in an OkLab color. Adjusting the lightness of the image.
→ Composition
Composition Lightness Threshold
Thresholds a Composition by OkLab lightness, producing an opaque white mask where lightness exceeds the threshold and transparent black elsewhere.
→ Composition
Composition RGBA Linear Transform
Applies a linear transform to a Composition's RGBA values. Before application, will convert to a linear version of the color profile and will convert to an RGB profile if needed.
→ Composition
Composition Liquify
Applies a sinusoidal liquify distortion to this composition, displacing pixels by a wave whose size is controlled by amplitude and whose density is controlled by frequency.
→ Composition
Composition Locate
Finds the location of a prompt within the image.
→ Bounds 2D Float List
Composition Max Color
Computes the maximum color in a composition. Works by finding the maximum L, a and b and alpha components of an OkLabA color.
→ Profiled Color
Composition Median
Applies a per-channel median filter to a composition over a square window, reducing noise while preserving edges. kernel_size controls the window size (window width is 2*kernel_size-1).
→ Composition
Composition Min Color
Computes the minimum color in a composition. Works by finding the minimum L, a and b and alpha components of an OkLabA color.
→ Profiled Color
Composition Min Max Colors
Computes the minimum and maximum colors in a composition. Works by finding the minimum and maximum L, a and b and alpha components of an OkLabA color.
→ Profiled Color List
Monet's Women with a Parasol
Creates a composition from Monet's "Women with a Parasol" painting. Used frequently as a test asset.
→ Composition
Composition Morphological Max
Apples a morphological max operation.
→ Composition
Composition Morphological Min
Apples a morphological min operation.
→ Composition
Composition Negative
Creates the effect of a negative image by subracting from each component of the image.
→ Composition
Composition Nonlinear RGB Blend Alpha
A specialized version of CompositionBlendAlpha. Blends in a non-linear RGB.
→ Composition
Composition Opacity Scale
Changes the opacity of an image by multiplying it by a scalar.
→ Composition
Composition Opaque Bounds
Computes the bounding box of the pixels in a composition whose alpha is greater than the threshold. Unlike Composition Bounds, transparent regions are excluded.
→ Bounds 2D Float
Composition Painter
Creates a composition from a painter.
→ Composition
Composition Palette
Generates a palette of the most dominant colors of a composition.
→ Profiled Color List
Composition Palette Reduction
Reduces the number of colors in a composition to a specified palette.
→ Composition
Composition Pixelate
Applies a pixelation effect to a composition.
→ Composition
Composition Point Effect Shader
Runs a custom shader over a circular region around an effect center point.
→ Composition
Composition RGB Curve
Applies a curve to the R, G, and B components
→ Composition
Composition Rotate 180
Rotates the image 180 degrees
→ Composition
Composition Rotate 90 Clockwise
Rotates the image 90 degrees clockwise
→ Composition
Composition Rotate 90 Counter Clockwise
Rotates the image 90 degrees counter-clockwise
→ Composition
Composition Saturation Adjust
Adjusts the saturation of an image by a given factor. Internally, scales the chroma components in OkLab color space.
→ Composition
Composition Scanlines
Applies a CRT-style scanline effect, darkening the composition in horizontal bands whose spacing is set by size, sharpness by beam power, vertical phase by line offset, and overall strength by intensity.
→ Composition
Composition Segment
Segments objects in a composition using SAM3. Accepts a text prompt and lists of positive/negative click points.
→ Composition
Composition Sharpen
Applies a sharpen filter to the composition.
→ Composition
Composition Sobel Edge Detection
Applies Sobel edge detection to an image.
→ Composition
Composition Spacial Effect Shader
Runs a custom shader over an input that can spatially displace pixels by up to a maximum displacement.
→ Composition
Composition Swirl
Applies a swirl distortion to this composition
→ Composition
Composition Target White Kelvin
Sets the image white point to the value specified in Kelvin. The profile connection white point is D50, so you will only see changes as you move away from that.
→ Composition
Composition to OkLab Histogram
Creates an OkLab Histogram from the colors in a Composition.
→ OkLab Histogram
Composition Transform
Applies a 2D transform to a Composition.
→ Composition
Composition Vibrance Adjustment
Adjusts the vibrance of an image by a given strength. Internally, boosts chroma in OkLab color space adaptively, applying more boost to less saturated colors.
→ Composition
Composition Vignette
darkens the area outside an ellipse - center is the bright spot in pixel coordinates, radius_x and radius_y are the ellipse semi-axes in pixels where the falloff starts, softness is the width of the fade-out band in pixels, and strength (0-1) defines how dark the edges become at maximum.
→ Composition
Composition Zoom Blur
Performs a zoom blur on this composition
→ Composition
Curve Evaluate
Evaluates a curve at a given input value.
→ Float
Curve Gamma
A gamma curve. The gamma parameter corresponding to y=x^gamma.
→ Curve
Curve Identity
An identity curve, y=x
→ Curve
Curve Pivoted Sigmoid
A pivoted sigmoid contrast curve that anchors at the pivot and smoothly compresses shadows and highlights, with a slope parameter controlling midtone contrast.
→ Curve
Curve S
An S-curve remaps values by anchoring contrast at a chosen pivot, increasing or decreasing midtone separation via slope, gently flattening the curve near black with toe to compress or lift shadows, and softly flattening near white with shoulder to roll off highlights, while keeping black and white fixed.
→ Curve
Dictionary Add
Adds a key-value pair to a dictionary
→ Dictionary
Dictionary Create
Creates a new dictionary
→ Dictionary
Fill Custom
Creates a fill with a custom shader.
→ Fill
Fill Solid
Creates a fill with a solid color.
→ Fill
Float Add
Adds two floats together.
→ Float
Float Constant
Creates a constant of Float. The user will modify this at the UI layer.
→ Float
Float Cosine
Computes the cosine of a float (in radians).
→ Float
Float Divide
Adds two floats together.
→ Float
Float Equals
Checks if two floats are equal
→ Bool
Float Greater Than
Checks if the first float is greater than the second float
→ Bool
Float Greater Than Or Equal
Checks if the first float is greater than or equal to the second float
→ Bool
Float Lerp
Lerps between two floats using the x parameter
→ Float
Float Less Than
Checks if the first float is less than the second float
→ Bool
Float Less Than Or Equal
Checks if the first float is less than or equal to the second float
→ Bool
Float List Constant
Creates a constant of Float List. The user will modify this at the UI layer.
→ Float List
Float List Empty
Creates an empty list of Float Lists.
→ Float List
Float Max
Returns the maximum float.
→ Float
Float Min
Returns the minimum float.
→ Float
Float Multiply
Multiplies two floats together.
→ Float
Float Power
Raises float 1 to the power of float 2
→ Float
Float Round to Int
Rounds the float to the nearest int
→ Int
Float Sine
Computes the sine of a float (in radians).
→ Float
Float Square Root
Compares the square root of a number
→ Float
Float Squared
Raises a float to the power of 2.
→ Float
Float Subtract
Adds two floats together.
→ Float
Font from Path
Loads a font file from a file path or URL, and parses it into a Font.
→ Font
If
Selects one of two equally typed graph branches.
→ Any
Int Absolute Value
Returns the absolute value of an int
→ Int
Int Add
Adds to ints together
→ Int
Int Constant
Creates a constant of Int. The user will modify this at the UI layer.
→ Int
Int Equals
Checks if two ints are equal
→ Bool
Int Greater Than
Checks if the first int is greater than the second int
→ Bool
Int Greater Than Or Equal
Checks if the first int is greater than or equal to the second int
→ Bool
Int Less Than
Checks if the first int is less than the second int
→ Bool
Int Less Than Or Equal
Checks if the first int is less than or equal to the second int
→ Bool
Int List Constant
Creates a constant of Int List. The user will modify this at the UI layer.
→ Int List
Int List Empty
Creates an empty list of Int Lists.
→ Int List
Int Max
Returns the maximum int.
→ Int
Int Min
Returns the minimum int.
→ Int
Int Multiply
Multiplies two integers together
→ Int
Int Range
Generates a list from the minimum to the maximum inclusive
→ Int List
Int Subtract
Subtracts one int from another
→ Int
Int To Float
Converts an Int to a Float
→ Float
LMS Color Alpha
Gets the alpha component of an LMS color with alpha.
→ Float
LMS Color with Alpha Constant
Creates a constant of LMS Color with Alpha. The user will modify this at the UI layer.
→ LMS Color with Alpha
LMS Color L
Gets the L component of an LMS color with alpha.
→ Float
LMS Color M
Gets the M component of an LMS color with alpha.
→ Float
LMS Color S
Gets the S component of an LMS color with alpha.
→ Float
List Append
Appends an element to a list
→ List
List First
Returns the first element of a list
→ Object
List Get
Fetches the element of the list at a given index.
→ Object
List Length
Returns the number of elements in a list.
→ Int
List to Stream
Converts a list to a stream
→ Stream
Not
Returns the opposite of a boolean
→ Bool
Object to List
Converts an object to a list
→ List
Object to Stream
Converts an object to a stream
→ Stream
OkLab Color a
Gets the a component of an OkLab color with alpha.
→ Float
OkLab Color Alpha
Gets the alpha component of an OkLab color with alpha.
→ Float
OkLab Color b
Gets the b component of an OkLab color with alpha.
→ Float
OkLab Color with Alpha Constant
Creates a constant of OkLab Color with Alpha. The user will modify this at the UI layer.
→ OkLab Color with Alpha
OkLab Color with Alpha from Components
Given the L, a, b and alpha creates the color
→ OkLab Color with Alpha
OkLab Color L
Gets the L component of an OkLab color with alpha.
→ Float
OkLab with Alpha to OkLch with Alpha
Converts OkLab to OkLch, preserving lightness and alpha. Hue is in radians.
→ OkLch Color with Alpha
OkLab Color Constant
Creates a constant of OkLab Color. The user will modify this at the UI layer.
→ OkLab Color
OkLab Color from Components
Given the L, a and b creates the color
→ OkLab Color
OkLab Histogram Lightness Quantile
Given an OkLab histogram and a quantile, returns the lightness value that corresponds to the quantile.
→ Float
OkLch Color Alpha
Gets the alpha component of an OkLch color with alpha.
→ Float
OkLch Color c
Gets the c component of an OkLch color with alpha.
→ Float
OkLch Color with Alpha Constant
Creates a constant of OkLch Color with Alpha. The user will modify this at the UI layer.
→ OkLch Color with Alpha
OkLch Color with Alpha from Components
Given the L, chroma, hue in radians and alpha creates the color
→ OkLch Color with Alpha
OkLch Color h
Gets the hue in radians of an OkLch color with alpha.
→ Float
OkLch Color L
Gets the L component of an OkLch color with alpha.
→ Float
OkLch with Alpha to OkLab with Alpha
Converts OkLch to OkLab, preserving lightness and alpha. Hue is in radians.
→ OkLab Color with Alpha
Or
Returns true if either inputs are true.
→ Bool
Painter Add Ellipse with Render Style
Adds an ellipse to the painter and draws it with the render style. Set some transforms on the ellipse as well.
→ Painter
Painter Add Path with Render Style
Adds a path to the painter and draws it with the render style. Set some transforms on the path as well.
→ Painter
Painter Add Rectangle with Render Style
Adds a rectangle to the painter and draws it with the render style. Set some transforms on the rectangle as well.
→ Painter
Painter Add Styled Text
Adds a styled string to the painter, drawn on top of what the painter already contains.
→ Painter
Painter New
Creates a new painter.
→ Painter
Path Cardinal Cubic to Point
Moves the path from its current point to another with a Cardinal Cubic spline.
→ Path
Path Catmull-Rom to Point
Moves the path from its current point to another with a Catmull-Rom spline.
→ Path
Path Cubic Bézier to Point
Moves the path from its current point to another with a cubic Bézier curve shaped by two control points.
→ Path
Path Drawing Move
Represents a move in a freehand drawing.
→ Path
Path Drawing Start
Represents the start of a freehand drawing.
→ Path
Path Line to Point
Moves the path from its current point to another at another point with a line.
→ Path
Path Move to Point
Moves the path to a specified point without drawing anything.
→ Path
Path New
Creates a new empty path.
→ Path
Path Quadratic Bézier to Point
Moves the path from its current point to another with a quadratic Bézier curve bent toward a control point.
→ Path
Pi
Returns π as a float
→ Float
Pixel Encoding Encoded
Creates a Pixel Encoding representing gamma or other non-linear encoded values.
→ Pixel Encoding
Pixel Encoding Linear
Creates a Pixel Encoding representing linear light, straight alpha values.
→ Pixel Encoding
Pixel Encoding Premultiplied Alpha
Creates a Pixel Encoding representing linear light, premultiplied alpha values.
→ Pixel Encoding
Point 2 Float Constant
Creates a constant of Point 2 Float. The user will modify this at the UI layer.
→ Point 2 Float
Point 2 Float Distance
The Euclidean distance between two Point 2 Floats.
→ Float
Point 2 Float from Components
Given an x and y creates a point
→ Point 2 Float
Point 2 Float List Empty
Creates an empty list of Point 2 Float Lists.
→ Point 2 Float List
Point 2 Int Distance
The Euclidean distance between two Point 2 Ints, returned as a Float.
→ Float
Point 2 Int from Components
Given an x and y creates a point
→ Point 2 Int
Point 2 Int List Constant
Creates a constant of Point 2 Int List. The user will modify this at the UI layer.
→ Point 2 Int List
Point 2 Int List Empty
Creates an empty list of Point 2 Int Lists.
→ Point 2 Int List
Profiled Color Blackbody
Creates a profiled color that is the color of a blackbody emitter at a given kelvin.
→ Profiled Color
Profiled Color Brightness Adjust
Adjusts a profiled color's lightness in OkLab.
→ Profiled Color
Profiled Color Chroma Offset
Applies an offset to the a and b chroma components of a profiled color in OkLab.
→ Profiled Color
Profiled Color Exposure Adjust
Updates a profiled color's exposure by multiplying linear RGB values by 2^steps.
→ Profiled Color
Profiled Color from LMS with Alpha
Creates a profiled color from LMS channels and alpha.
→ Profiled Color
Profiled Color from OkLab with Alpha
Creates a profiled color from OkLab channels and alpha.
→ Profiled Color
Profiled Color from OkLch with Alpha
Creates a profiled color from OkLch channels and alpha. Hue is in radians.
→ Profiled Color
Profiled Color from RGBA ACEScg
Creates a profiled color from linear ACEScg RGBA channels.
→ Profiled Color
Profiled Color from RGBA P3
Creates a profiled color from encoded Display P3 RGBA channels.
→ Profiled Color
Profiled Color from RGBA sRGB
Creates a profiled color from encoded sRGB RGBA channels.
→ Profiled Color
Profiled Color from RGBA linear sRGB
Creates a profiled color from linear sRGB RGBA channels.
→ Profiled Color
Profiled Color from sRGB Hex
Creates a profiled color from an encoded sRGB hex string (#RGB, #RGBA, #RRGGBB, or #RRGGBBAA).
→ Profiled Color
Profiled Color From Wavelength (nm)
Creates a profiled color from a monochromatic wavelength in nanometres.
→ Profiled Color
Profiled Color from XYZ with Alpha
Creates a profiled color from XYZ channels and alpha.
→ Profiled Color
Profiled Color Grayscale
Removes chroma from a profiled color.
→ Profiled Color
Profiled Color Lightness Curve
Applies a curve to the L component of a profiled color in OkLab.
→ Profiled Color
Profiled Color Saturation Adjust
Scales the chroma components of a profiled color in OkLab.
→ Profiled Color
Profiled Color Target White
Adapts a profiled color to the specified XYZ white point.
→ Profiled Color
Profiled Color to LMS with Alpha
Converts a profiled color to LMS channels with alpha.
→ LMS Color with Alpha
Profiled Color to OkLab with Alpha
Converts a profiled color to OkLab channels with alpha.
→ OkLab Color with Alpha
Profiled Color to OkLch with Alpha
Converts a profiled color to OkLch channels with alpha.
→ OkLch Color with Alpha
Profiled Color to Encoded RGB with Color Profile
Converts a profiled color to encoded RGB channels using the specified RGB color profile.
→ RGBA Color
Profiled Color to Linear RGB with Color Profile
Converts a profiled color to linear RGB channels using the specified RGB color profile.
→ RGBA Color
Profiled Color to XYZ with Alpha
Converts a profiled color to XYZ channels with alpha.
→ XYZ Color with Alpha
RGBA Color Constant
Creates a constant of RGBA Color. The user will modify this at the UI layer.
→ RGBA Color
RGBA Color from Components
Given the r, g, b and a creates the color
→ RGBA Color
RGB Color Constant
Creates a constant of RGB Color. The user will modify this at the UI layer.
→ RGB Color
RGB Color from Components
Given the r, g and b creates the color
→ RGB Color
Render Style Brush and Fill
Creates a render style that will have a brush and a fill.
→ Render Style
Render Style Brush Only
Creates a render style that will only have a brush.
→ Render Style
Render Style Fill Only
Creates a render style that will only have a fill.
→ Render Style
Render Style Set Eraser
Sets the render style to an eraser.
→ Render Style
Sequence Adjust Speed
ExperimentalAdjusts the speed of a sequence by a speed factor.
→ Sequence
Sequence Composition at Time
ExperimentalExtracts an composition from a sequence at a particular time
→ Composition
Sequence Concatenate
Given two sequences, combines them into one by playing the first one and then the second one.
→ Sequence
Sequence Duration
ExperimentalGets the duration from a sequence
→ Float
Sequence from Composition and Duration
ExperimentalGive a Composition and a Duration. Returns a Sequence.
→ Sequence
Sequence Graph
Creates a sequence that runs the graph to get the duration and the frame for each time.
→ Sequence
Sequence Reverse
ExperimentalGiven a sequence. Reverses it.
→ Sequence
Sequence Trim Back
ExperimentalGiven a sequence. Trims from the back.
→ Sequence
Sequence Trim Front
ExperimentalGiven a sequence. Trims from the front.
→ Sequence
Stream Collect
Collects a stream into a list
→ List
Stream Filter
Performs a filter operation over a stream
→ Stream
Stream First
Returns the first element of a stream
→ Object
Stream Fold
Folds the elements of a stream into an accumulator
→ Object
Stream Map
Performs a map operation over a stream
→ Stream
String Constant
Creates a constant of String. The user will modify this at the UI layer.
→ String
String List Empty
Creates an empty list of String Lists.
→ String List
String to Character
Converts a string containing exactly one character to a character.
→ Character
String to Character List
Splits a string into a list of its characters.
→ Character List
Styled Character New
Creates a new styled character
→ Styled Character
Styled String from Characters (Fixed)
Returns a styled string from a list of styled characters that wraps to and is placed within fixed bounds
→ Styled String
Styled String from Characters (Free)
Returns a styled string from a list of styled characters that is not wrapped and starts at the origin
→ Styled String
Styled String from Characters (Max Width)
Returns a styled string from a list of styled characters that wraps at a maximum width and starts at the origin
→ Styled String
Styled String to Characters
Returns a list of styled characters for a styled string
→ Styled Character List
Transform 2D Constant
Creates a constant of Transform 2D. The user will modify this at the UI layer.
→ Transform 2D
Transform 2D Identity
Creates a 2D transform that is the identity transform.
→ Transform 2D
Transform 2D List Constant
Creates a constant of Transform 2D List. The user will modify this at the UI layer.
→ Transform 2D List
Transform 2D Rotate
Applies a rotation to a 2D transform. Rotation is in radians.
→ Transform 2D
Transform 2D Scale
Applies a scale to a 2D transform.
→ Transform 2D
Transform 2D Translation
Applies a translation to a 2D transform.
→ Transform 2D
Upload Bytes
Given bytes and a URL. Performs a PUT request and uploads the bytes
→ Void
Vector 2 Int to Vector 2 Float
Given a Vector 2 Int. Creates a Vector 2 Float.
→ Vector 2 Float
Vector 2 Float Add
Add two Vector 2s of Floats
→ Vector 2 Float
Vector 2 Float Constant
Creates a constant of Vector 2 Float. The user will modify this at the UI layer.
→ Vector 2 Float
Vector 2 Float from Components
Given an x and y creates a vector.
→ Vector 2 Float
Vector 2 Float Normalize
Normalizes a Vector. Converting it's length to 1.
→ Vector 2 Float
Vector 2 Float Scalar Multiply
Multiplies each element of the Vector as a scalar
→ Vector 2 Float
Vector 2 Float get X
Retrieves the X component of a Vector 2 Float.
→ Float
Vector 2 Float get Y
Retrieves the Y component of a Vector 2 Float.
→ Float
Vector 2 Int Add
Add two Vector 2s of Ints
→ Vector 2 Int
Vector 2 Int Constant
Creates a constant of Vector 2 Int. The user will modify this at the UI layer.
→ Vector 2 Int
Vector 2 Int from Components
Given an x and y creates a vector.
→ Vector 2 Int
Vector 2 Int to Vector 2 Float
Given a Vector 2 Int. Creates a Vector 2 Float.
→ Vector 2 Float
Vector 2 Int get X
Retrieves the X component of a Vector 2 Int.
→ Int
Vector 2 Int get Y
Retrieves the Y component of a Vector 2 Int.
→ Int
Vector 3 Float Add
Add two Vector 3s of Floats
→ Vector 3 Float
Vector 3 Float from Components
Given an x, y and z creates a vector floats.
→ Vector 3 Float
Vector 3 Normalize
Normalizes a Vector 3 Float. Converting it's length to 1.
→ Vector 3 Float
Vector 3D Float X
Gets the value in the x component for the provided vector
→ Float
Vector 3D Y Float
Gets the value in the y component for the provided vector
→ Float
Vector 3D Float Z
Gets the value in the z component for the provided vector
→ Float
XYZ Color Alpha
Gets the alpha component of an XYZ color with alpha.
→ Float
XYZ Color with Alpha Constant
Creates a constant of XYZ Color with Alpha. The user will modify this at the UI layer.
→ XYZ Color with Alpha
XYZ Color with Alpha from Components
Creates an XYZ color with alpha from its components.
→ XYZ Color with Alpha
XYZ Color X
Gets the X tristimulus value of an XYZ color with alpha.
→ Float
XYZ Color Y
Gets the Y tristimulus value of an XYZ color with alpha.
→ Float
XYZ Color Z
Gets the Z tristimulus value of an XYZ color with alpha.
→ Float
XYZ Color Constant
Creates a constant of XYZ Color. The user will modify this at the UI layer.
→ XYZ Color
Exclusive Or
Returns true if either the inputs are true. But false if both are true.
→ Bool