Nodes
Cellular Noise 2D
A 2D cellular noise generator.
Noise 2D
A 2D Perlin noise generator.
Ramp 4 Corners
A four-point linear value ramp (gradient) generator.
Ramp Horizontal
A left-to-right linear value ramp (gradient) generator.
Ramp Vertical
A top-to-bottom linear value ramp (gradient) generator.
Split Horizontal
A left-to-right split matte, split at a specified U value.
Split Vertical
A top-to-bottom split matte, split at a specified V value.
Worley Noise 2D
A 2D Worley noise generator.
Image
A texture referencing a 2D image file.
Tiled Image
Samples data from an image with provisions for offsetting and tiling in UV space.
Transform 2D
A node that applies an affine transformation to a 2d input.
UV Texture
A MaterialX version of USD UV Texture reader.
Cellular Noise 3D
A 3D cellular noise generator.
Fractal Noise 3D
Zero-centered 3D fractal noise created by summing several octaves of 3D Perlin noise.
Noise 3D
A 3D Perlin noise generator.
Worley Noise 3D
A 3D Worley noise generator.
Triplanar Projection
Samples data from three images and projects each along its respective coordinate axis and blends them by geometric normal.
Contrast
Increases or decreases contrast of values using a linear slope multiplier.
HSV Adjust
Adjusts the hue, saturation, and value of an RGB color by a vector <amount>.
HSV to RGB
Converts a color from HSV to RGB space.
Luminance
Outputs a grayscale value containing the luminance of the incoming RGB color in all color channels.
Range
Remaps incoming values from one range to another.
Remap
Linearly remaps incoming values from one range to another.
RGB to HSV
Converts a color form RGB to HSV space.
Saturate
Adjusts the saturation of a color.
Smooth Step
Outputs a smooth remapping from low-high to 0–1.
Step (RealityKit)
Step.
Time (float)
The current time in seconds.
Up Direction
The direction of the up vector.
Additive Mix
Adds foreground and background values. B + F
Burn
A blend operation that darkens the foreground layer using the background. 1 — (1 — B) / F
Difference
Outputs the distance between foreground and background values. abs(B — F)
Disjoint Over
A merge operation that layers foreground over background color, but assumes no overlap in partially transparent areas covered by both.
Dodge
A blend operation that lightens the background layer depending on the foreground. B / (1 — F)
In
Outputs areas of foreground that overlap with the alpha of background.
Inside
Multiplies a mask to all channels of the input.
Mask
Outputs areas of background that overlap with the alpha of foreground.
Matte
A merge operation that layers premultiplied foreground over background.
Mix
Mixes foreground and background inputs, weighting based on mix value. F * m + B(1 — m)
Out
Outputs areas of foreground that do not overlap with background.
Outside
Multiplies (1 — mask) to all channels of the input.
Over
A merge operation that layers foreground over background, using the alpha of the foreground.
Overlay
A blend operation that multiplies dark areas and screens light areas. 2 * F * B if F < 0.5; 1 — (1 — F)(1 — B) if F ≥ 0.5
Premultiply
Multiplies the RGB channels of the input by the alpha channel.
Screen
A blend operation that lightens area that are dark than white. 1 — (1 — F)(1 — B)
Subtractive Mix
Subtracts foreground from background values. B — F
Unpremultiply
Divides RGB channels of the input by the alpha channel.
Combine 2
Combines the channels from two streams into two channels of a single output stream of a compatible type.
Combine 3
Combines the channels from three streams into three channels of a single output stream with a compatible type.
Combine 4
Combines the channels from four streams into four channels of a single output stream of a compatible type.
Convert
Converts a stream from one data type to another.
Extract
Generates a float stream from one channel of a colorN or vectorN stream.
Primvar Reader (bool)
A node that provides the ability for shading networks to consume boolean data defined on geometry.
Primvar Reader (float)
A node that provides the ability for shading networks to consume float data defined on geometry.
Primvar Reader (integer)
A node that provides the ability for shading networks to consume integer data defined on geometry.
Primvar Reader (string)
A node that provides the ability for shading networks to consume string data defined on geometry.
Primvar Reader (vector2f)
A node that provides the ability for shading networks to consume float2 data defined on geometry.
Primvar Reader (vector3f)
A node that provides the ability for shading networks to consume float3 data defined on geometry.
Primvar Reader (vector4f)
A node that provides the ability for shading networks to consume float4 data defined on geometry.
Separate 2
Outputs each of the channels of a vector2 as a separate float output.
Separate 3
Outputs each of the channels of a vector3 as a separate float output.
Separate 4
Outputs each of the channels of a vector4 as a separate float output.
Swizzle
Performs an arbitrary permutation of the channels of the input stream, returning a new stream of the specified type.
Bitangent
The geometric bitangent vector of the currently processed data in a given coordinate space.
Geometric Property
The value of the specified geometric property (defined using <geompropdef>) of the currently-bound geometry.
Geometry Color
The color associated with the geometry at the currently processed geometric position, typically defined by vertex color.
Normal
The geometric normal of the currently-processed data in a given coordinate space.
Position
The coordinates of the currently-processed data in a given coordinate space
Reflect (RealityKit)
Reflects a vector about another vector.
Refract (RealityKit)
Refracts a vectror using a given normal and index of refraction (eta).
Tangent
The geometric tangent of the currently-processed data in a given coordinate space.
Texture Coordinates
The 2D or 3D texture coordinates fo the currently-processed data.
And (RealityKit)
Boolean operation in1 && in2.
If Equal
Outputs True Result or False Result depending on whether value1 == value2.
If Greater
Outputs True Result or False Result depending on whether value1 > value2.
If Greater Or Equal
Outputs True Result or False Result depending on whether value1 ≥ value2.
Not (RealityKit)
Returns !input.
Or (RealityKit)
Boolean operation in1 || in2.
Switch
Outputs the value from one of ten input streams acording to a selector <which>.
XOR (RealityKit)
Returns true if only one of the inputs is true.
NodeGraph
A node that can contain shading nodes and other node graphs.
Abs
Outputs the per-channel absolute value of the input.
Acos
The arccosine of the incoming value in radians.
Add
Adds two values.
Asin
The arcsine of the incoming value in radians.
Atan2
The arctangent of the expression (inx/iny) in radians.
Ceiling
Outputs the nearest integer value, per channel, greater than or equal to the incoming values.
Clamp
Clamps the input per-channel to a specified range.
Cos
The cosine of the incoming value in radians.
Cross Product
crossproduct.menuDescriptionShort (LOL). My guess: The cross product of two incoming float3 vectors.
Determinant
Outputs the float determinate of a matrix.
Divide
Divides two values. Division of two matrices is the product of <in1> and the inverse of <in2>.
Dot Product
Outputs the dot product of two vectors. (in1.x * in2.x) + (in1.y + in2.y)
Exp
‘e’ to the power of the input.
Floor
Outputs the nearest integer value, per-channel, less than or equal to the incoming values.
Fractional (RealityKit)
Returns the fractional part of a floating point number.
Invert Matrix
Outputs the inverse of a matrix.
Magnitude
Outputs the float magnitude of a vector.
Max
Outputs the maximum of two incoming values.
Min
Outputs the minimum of two incoming values.
Modulo
Outputs the remaining fraction after dividing the input by a value and subtracting the integer portion.
Multiply
Multiplies two values.
Natural Log
The natural log of the input.
Normal Map
Transforms a normal vector from object or tangent space into world space.
Normalize
Outputs a normalized vector.
One Minus (RealityKit)
One minus.
Place 2D
Transforms UV texture coordinates for 2D texture placement.
Power
Raises the incoming value to an exponent.
Rotate 2D
Rotates a vector2 (Float) about the origin in 2D.
Rotate 3D
Rotates a vector3 (Float) about a specified unity axis vector.
Round
Rounds to the nearest integer value, per channel. floor(i + 0.5)
Safe Power
Raises the incoming value to an exponent and assigns the sign of the base to the output. safepow(x,y) = sign(x) * pow(abs(x), y)
Sign
The per-channel sign of the input value: -1 for negative, +1 for positive, 0 for zero.
Sin
The sine of the incoming value in radians.
Square Root
The square root of the incoming value.
Subtract
Subtracts two values.
Tan
The tangent of the incoming value in radians.
Transform Matrix
Transforms a vector by a matrix.
Transform Normal
Transforms a normal from one space to another.
Transform Point
Transforms a coordinate from one space to another.
Transform Vector
Transforms a vector3 from one space to another.
Transpose
Outputs the transpose of a matrix.
Dot
A pass-through node used for visually routing edges in the graph.
Preview Surface
A MaterialX version of the USD Preview Surface.
Boolean
A constant boolean (true/false) value.
Color3 (Float)
A constant Color3 (Float) value.
Color4 (Float)
A constant Color4 (Float) value.
Float
A constant floating-point numeric value.
Half
ND_constant_half.menuDescriptionShort (lol). I’m guessing: A constant 16-bit floating-point numeric value.
Image File
A constant path referring to an arbitrary image file on disk.
Integer
A constant integer numeric value.
Matrix2x2 (Float)
A constant Matrix2x2 (Float) value. (Row-major order)
Matrix3x3 (Float)
A constant Matrix3x3 (Float) value. (Row-major order)
Matrix4x4 (Float)
A constant Matrix4x4 (Float) value. (Row-major order)
String
A constant string (text) value.
Vector2 (Float)
A constant Vector2 (Float) value.
Vector2 (Half)
ND_constant_half2.menuDescriptionShort (lol). I’m guessing: A constant Vector2 (Half) value.
Vector3 (Float)
A constant Vector3 (Float) value.
Vector3 (Half)
ND_constant_half3.menuDescriptionShort (lol). I’m guessing: A constant Vector3 (Half) value.
Vector4 (Float)
A constant Vector4 (Float) value.
Vector4 (Half)
ND_constant_half4.menuDescriptionShort (lol). I’m guessing: A constant Vector4 (Half) value.
Camera Index Switch (RealityKit)
Render different results for each eye ina stereoscopic render.
Camera Position (RealityKit)
The position of the camera in the scene.
Cube Image (RealityKit)
A cube map in .ktx format, corresponding to Metal texture 'typeCube'. Can be used for skybox or environment maps.
Geometry Modifier (RealityKit)
A function that manipulates the location of a model's vertices, run once per vertex.
Geometry Modifier Model to View (Reality Kit)
[description missing from RCP]
Geometry Modifier Model to World (RealityKit)
[description missing from RCP]
Geometry Modifier Normal to World (RealityKit)
[description missing from RCP]
Geometry Modifier Projection to View (RealityKit)
[description missing from RCP]
Geometry Modifier Vertex ID (RealityKit)
[description missing from RCP]
Geometry Modifier View to Projection (RealityKit)
[description missing from RCP]
Geometry Modifier World to Model (RealityKit)
[description missing from RCP]
Occlusion Surface (RealityKit)
A surface shader that defines properties for a RealityKit Occlusion material that does not receive dynamic lighting.
PBR Surface (RealityKit)
A surface shader that defines properties for a RealityKit Physically Based Rendering material.
Shadow Receiver Surface (RealityKit)
A surface shader that defines properties for a RealityKit Occlusion material that receives dynamic lighting.
Surface Custom Attribute 0 (vector2h)
[description missing from RCP]
Surface Custom Attribute 0 (vector4h)
[description missing from RCP]
Surface Custom Attribute 1 (vector2h)
[description missing from RCP]
Surface Custom Attribute 1 (vector4h)
[description missing from RCP]
Surface Custom Attribute 2 (vector4h)
[description missing from RCP]
Surface Custom Attribute 3 (vector4h)
[description missing from RCP]
Surface Model to View (RealityKit)
[description missing from RCP]
Surface Model to World (RealityKit)
[description missing from RCP]
Surface Projection to View (RealityKit)
[description missing from RCP]
Surface Screen Position (RealityKit)
[description missing from RCP]
Surface View Direction (RealityKit)
[description missing from RCP]
Surface View to Projection (RealityKit)
[description missing from RCP]
Unlit Surface (RealityKit)
[description missing from RCP]
View Direction (RealityKit)
[description missing from RCP]
Preview Surface
A MaterialX version of the USD Preview Surface.
Blank
The missing mystery node.