Node Reference
This page lists every node in the Node Editor’s node list, in the same categories and order as the list itself, with what each node does and the names of its inputs and outputs. For how to add, connect and edit nodes see Node Editor; for the material and mesh-aware nodes in more depth see Material Nodes and Mesh-Aware Nodes. The output nodes (Principled BSDF and Mask Output) and group nodes are not in the node list and are not covered here.
Input
| Node | What it does | Inputs | Outputs |
|---|---|---|---|
| Value | A single number you set on the node. | — | Value |
| Color | A colour you pick. It is picked in sRGB and passed on as linear colour. | — | Color |
| Integer | A whole number you set on the node. | — | Value |
| Boolean | An on/off value (1 or 0). | — | Value |
| Vector | An X, Y, Z vector you type in. | — | Vector |
| Texture Coordinate | The coordinates of each point: object-space position, position within the model’s bounds (0–1), the first UV map, and the normal. | — | Object, Generated, UV, Normal |
| Geometry | Per-point attributes of the mesh: position, normal, tangent, vertex colour (white if there is none) and material ID. | — | Position, Normal, Tangent, Vertex Color, Material ID |
| Image | Samples an image file through a projection (UV by default), with its own scale, offset and rotation. Settings choose the colour space (Auto, sRGB, Linear, Non-Color), interpolation and edge extension. A missing image shows magenta. | Projection, Scale, Offset, Rotation, Function | Color, Alpha, Value |
| Layer | Reads one channel of the paint beneath this Node Layer. Where nothing is below it reads transparent black. | — | Color, Value, Alpha |
Projection
| Node | What it does | Inputs | Outputs |
|---|---|---|---|
| Object Projection | Places a pattern or image in the model’s object space. | Transform | Projection |
| Bounds Projection | Fits the pattern or image to the model’s bounding box. | Transform | Projection |
| UV Projection | Places the pattern or image using a UV map (UV Channel setting). | Transform | Projection |
| Triplanar Projection | Projects along all three axes and blends between them (Blend Sharpness setting). | Transform | Projection |
| Planar Projection | Projects flat along one axis (X, Y or Z). | Transform | Projection |
| Spherical Projection | Wraps the pattern or image around a sphere. | Transform | Projection |
| Cylindrical Projection | Wraps the pattern or image around a cylinder on one axis (X, Y or Z). | Transform | Projection |
| Coordinates to Projection | Turns any vector wired into it into a projection, so you can build your own coordinates. | Coordinates, Transform | Projection |
| Transform | Builds a placement — offset, rotation in degrees and scale — for a projection’s Transform input. | Offset, Rotation, Scale | Transform |
Pattern
Most patterns also take a Tileable (2D UV) switch and a Function input; they are listed with each node.
| Node | What it does | Inputs | Outputs |
|---|---|---|---|
| Noise | Fractal noise. Type: fBM, Ridged, Multifractal, Hetero Terrain, Hybrid Multifractal or Ridged Multifractal; basis: Perlin, Value or Simplex. | Projection, Size, Detail, Roughness, Lacunarity, Distortion, Seed, Offset, Gain, Tileable, Function | Factor, Color |
| Voronoi | Cellular pattern. Feature: F1, F2, Distance to Edge, F2 − F1 or Smooth F1; distance: Euclidean, Manhattan or Chebyshev. Cell ID is a random value per cell. | Projection, Size, Randomness, Smoothness, Seed, Tileable, Function | Distance, Color, Position, Cell ID |
| Checker | A checkerboard of two colours. | Projection, Size, Color 1, Color 2, Tileable, Function | Color, Factor |
| Brick | Bricks with mortar, in a Running, Stack, Herringbone or Basketweave bond. | Projection, Brick Width, Brick Height, Mortar, Mortar Smooth, Bevel, Row Offset, Color 1, Color 2, Mortar Color, Seed, Tileable, Function | Color, Mortar, Height, Brick ID |
| Wave | Bands or rings along X, Y, Z or diagonally, with a sine, saw or triangle profile, optionally distorted. | Projection, Wavelength, Phase, Distortion, Detail, Detail Scale, Detail Roughness, Tileable, Function | Factor, Color |
| Hexagons | Honeycomb tiles separated by a gap. | Projection, Size, Gap, Gap Smooth, Bevel, Color 1, Color 2, Gap Color, Seed, Tileable, Function | Color, Gap, Height, Cell ID |
| White Noise | A random value per cell of the given size — speckle. | Projection, Size, Seed, Function | Value, Color |
| Magic | A swirling, psychedelic colour pattern. | Projection, Size, Depth, Distortion, Function | Color, Factor |
| Shape | One shape per tile — Disc, Square, Polygon or Star — with a Flat (Bevel), Cone, Paraboloid or Bell profile. | Projection, Tile Size, Scale, Sides, Inner Radius, Rotation, Edge Softness, Bevel, Shape Color, Background Color, Seed, Tileable, Function | Color, Mask, Height, Cell ID |
| Radial Tiling | Divides space into wedge segments around a centre (a kaleidoscope) and gives coordinates within each segment. | Projection, Sides, Roundness | Segment Coordinates, Segment ID, Segment Width, Segment Rotation |
| Domain Warp | Noise whose coordinates are warped by noise, one or two levels deep — marble and swirls. | Projection, Size, Strength, Detail, Roughness, Lacunarity, Seed, Tileable, Function | Factor, Color, Warped Coordinates, Warp Amount |
| Stripes | Parallel stripes at an angle. | Projection, Spacing, Width, Angle, Edge Softness, Stripe Color, Background Color, Seed, Tileable, Function | Color, Mask, Stripe ID |
| Weave | Woven fabric threads, with separate warp and weft colours. | Projection, Thread Spacing, Thread Width, Edge Softness, Warp Color, Weft Color, Gap Color, Tileable, Function | Color, Mask, Height, Thread |
| Cracks | A network of cracks, like dry mud or crazed paint. | Projection, Size, Width, Edge Softness, Bevel, Distortion, Detail, Roughness, Randomness, Seed, Tileable, Function | Mask, Height, Color, Cell ID |
| Crystals | Faceted shards shaded between a light and a dark colour. | Projection, Size, Facet Contrast, Randomness, Light Color, Dark Color, Seed, Tileable, Function | Factor, Color, Edge Distance, Cell ID |
| Gabor | Gabor noise — directional, grainy streaks such as brushed metal. | Projection, Size, Frequency, Anisotropy, Orientation, Seed, Tileable, Function | Value, Phase, Intensity |
| Metaballs | Blobs that merge into one another. | Projection, Size, Radius, Radius Variation, Randomness, Threshold, Edge Softness, Bevel, Seed, Tileable, Function | Mask, Height, Field |
| Random Lines | Short, randomly placed lines — scratches, straw, hatching. | Projection, Size, Lines per Cell, Length, Width, Angle, Angle Randomness, Edge Softness, Line Color, Background Color, Seed, Tileable, Function | Color, Mask, Height, Line ID |
| Tile Sampler | Scatters copies of whatever is wired into Stamp over a grid of cells, with random scale, rotation, offset, density and colour. Stamp Resolution sets how finely the stamp is drawn (128, 256 or 512). | Projection, Stamp, Cell Size, Scale, Scale Randomness, Rotation, Rotation Randomness, Offset Randomness, Density, Color Randomness, Seed, Tileable, Function | Color, Mask, Cell ID |
| Gradient | A 0–1 ramp across the model’s bounds: Linear X, Y or Z, Diagonal, Radial, Spherical, Quadratic Sphere, Easing or Quadratic. | Projection, Function | Factor, Color |
Color
| Node | What it does | Inputs | Outputs |
|---|---|---|---|
| Mix | Blends B over A by Factor using one of 26 blend modes (Normal, Multiply, Screen, Overlay, Soft Light … Luminosity), optionally clamping the result. | Factor, A, B | Result |
| Color Ramp | Maps a 0–1 value to a colour along a gradient you edit. | Factor | Color, Alpha |
| RGB Curves | Reshapes the colour with curves you draw (see Editing curves): C changes all three channels, R, G and B one each, after C. Works on the colour as you see it, like Levels; Factor blends the result in. | Factor, Color | Color |
| Levels | Adjusts input black and white, gamma, and output black and white. | Color | Color |
| Hue/Saturation/Value | Shifts the hue and scales saturation and value, mixed in by Factor. | Hue, Saturation, Value, Factor, Color | Color |
| Invert | Inverts the colour, mixed in by Factor. | Factor, Color | Color |
| Brightness/Contrast | Changes brightness and contrast. | Color, Brightness, Contrast | Color |
| Gamma | Applies a gamma (power) curve to the colour. | Color, Gamma | Color |
| Grayscale | Converts a colour to a single brightness value. | Color | Value |
| Separate Color | Splits a colour into its RGB or HSV channels. | Color | Red / Hue, Green / Saturation, Blue / Value |
| Combine Color | Builds a colour from RGB or HSV channels. | Red / Hue, Green / Saturation, Blue / Value | Color |
Function
A Function node is plugged into another node’s Function input and reshapes that node’s result. Its own Function input chains another Function after it. Every Function node has one input and one output, both called Function.
| Node | What it does | Inputs | Outputs |
|---|---|---|---|
| Bias | Pushes values towards 0 or 1 (Perlin’s bias curve; Bias setting). | Function | Function |
| Gain | An S-curve about the middle (Perlin’s gain; Gain setting). | Function | Function |
| Gamma | A power curve (Gamma setting). | Function | Function |
| Sine | Turns the value into a repeating 0–1 sine wave (Frequency, Phase). | Function | Function |
| Triangle | Turns the value into a repeating zigzag (Frequency, Phase). | Function | Function |
| Wrap | Repeats the value as a sawtooth (Frequency). | Function | Function |
| Step | 1 at or above Edge, 0 below it. | Function | Function |
| Smooth Step | A smooth 0-to-1 transition between Low and High. | Function | Function |
| Box Step | 1 between Low and High, 0 outside. | Function | Function |
| Modulate | Multiplies the value by Scale and adds Offset. | Function | Function |
Math
| Node | What it does | Inputs | Outputs |
|---|---|---|---|
| Math | One of 41 operations on numbers — arithmetic, power and logarithm, minimum/maximum, comparisons, rounding, modulo, wrap, snap, ping-pong, trigonometry and degree/radian conversion. Divide by zero gives 0. Optional Clamp. | A, B, C, Function | Value |
| Vector Math | One of 30 operations on vectors, including add, multiply, cross and dot product, project, reflect, refract, distance, length, scale and normalize. Dot Product, Distance and Length give a number on Value. | A, B, C, Scale | Vector, Value |
| Map Range | Remaps a value from one range to another, linearly, in steps, or with a smooth or smoother step. Optional Clamp. | Value, From Min, From Max, To Min, To Max, Steps, Function | Result |
| Float Curve | Reshapes a value with a curve you draw over 0–1 (see Editing curves); Factor blends the result in. | Factor, Value | Value |
| Clamp | Limits a value between Min and Max. In Range mode Min and Max are swapped if Min is the larger. | Value, Min, Max | Result |
Vector
| Node | What it does | Inputs | Outputs |
|---|---|---|---|
| Normal Map | Decodes a tangent-space normal-map colour into a normal, scaled by Strength. Convention: OpenGL or DirectX (green flipped). | Color, Strength | Normal |
| Bump | A normal from a height, as Blender’s Bump: a height of 1 rises Distance (in metres, default 2 cm); Strength (0–1) blends toward the incoming normal; Invert pushes in instead of out. A normal wired into its Normal input gets the bump added, so bumps stack. A texture filter: it reads its neighbours, also listed under Filter. | Height, Normal | Normal |
| Displacement | Turns a height into a Displacement channel value, where mid grey is no movement: 0.5 + (Height − Midlevel) × Strength, clamped to 0–1. | Height, Midlevel, Strength | Displacement |
| Separate XYZ | Splits a vector into its X, Y and Z numbers. | Vector | X, Y, Z |
| Combine XYZ | Builds a vector from X, Y and Z numbers. | X, Y, Z | Vector |
| Vector Curves | Reshapes each part of a vector with its own curve over −1 to 1 (X, Y, Z; see Editing curves); Factor blends the result in. | Factor, Vector | Vector |
Filter
Filters read neighbouring texels, so they work on texture layers only. Radii and distances are fractions of the texture’s width, so a graph looks the same at every layer size.
| Node | What it does | Inputs | Outputs |
|---|---|---|---|
| Blur | Softens the input over a radius. | Input | Result |
| Sharpen | Sharpens the input (Radius, Amount). | Input | Result |
| Height to Normal | Builds a normal from a height map (Strength). | Height | Normal |
| Bump | Height to Normal with Blender’s controls — Distance in metres, Strength, Invert — stacking onto a Normal input (see Vector). | Height, Normal | Normal |
| Edge Detect | Finds edges in the input (Strength). | Input | Edge |
| Warp | Distorts the input by a second map, either along that map’s slope or in one direction (Intensity, Angle). | Input, Intensity Map | Result |
| Slope Blur | Blurs the input along the slope of a second map — streaks and erosion (Intensity, Samples). | Input, Slope Map | Result |
| Make It Tile | Cross-fades the edges so the texture repeats seamlessly (Border). | Input | Result |
| Distance | 0 on the mask, rising to 1 at Max Distance from it. | Mask | Distance |
| AO from Height | Ambient occlusion worked out from a height map (Radius, Depth). | Height | Occlusion |
Mesh
Masks and maps made from the model’s own geometry (details on Mesh-Aware Nodes). Ambient Occlusion, the curvature nodes, Thickness, Density, Bent Normal, Bevel, Raycast, Environment Light, Flood Fill, Wireframe, Vertex Color and ID read a map made in the background, on texture layers and vertex layers (Flood Fill, Wireframe and ID by UV Island on texture layers only); the layer fills in when the map is done.
| Node | What it does | Inputs | Outputs |
|---|---|---|---|
| Ambient Occlusion | How much the model’s own geometry shades each point, within a distance in metres (Distance, Samples). | Function | Occlusion |
| Curvature | White wherever the surface bends, either way (Distance, Intensity). | Function | Curvature |
| Cavity | White in creases and crevices only (Distance, Intensity). | Function | Cavity |
| Edge | White on convex edges only (Distance, Intensity). | Function | Edge |
| Concave | The baked Concave map: recessed areas (Distance, Intensity). Shares Cavity’s bake. | Function | Concave |
| Convex | The baked Convex map: raised areas (Distance, Intensity). Shares Edge’s bake. | Function | Convex |
| Thickness | 1 where the mesh is at least Distance thick behind the surface, 0 where it is paper thin. | Function | Thickness |
| Density | The share of a sphere of radius Distance around the point that is inside the model: about 0.5 on a flat face, less on thin parts, more in crevices (Distance, Samples). | Function | Density |
| Bent Normal | The average direction the point can see out of, in object space (Distance, Samples). | — | Color, Normal |
| Environment Light | A sky colour above and a ground colour below, blended by facing and darkened by ambient occlusion (Up Axis, Distance, Samples). | Sky, Ground, Intensity, Contrast, Occlusion | Color |
| Object Normal | The surface normal as the standard normal-map colour and as a vector. | — | Color, Normal |
| World Normal | The same as Object Normal: in Vertexix the model’s space is world space. | — | Color, Normal |
| Position | The point’s position scaled to 0–1, as a colour or one axis (Axis, Normalization). | — | Color, Value |
| Vertex Color | The vertex colours of the mesh the layer is on; white where there are none. | — | Color, Alpha |
| ID | A flat colour and a random value per region: mesh piece, material, UV island or vertex colour (Source). | — | Color, Random |
| Opacity | The material’s own opacity under this layer: the lower of its Alpha channel and Base Color alpha. | — | Opacity |
| Bevel | Rounded-looking edges, as Blender’s Bevel: the normal a rounded edge of that radius would have, in tangent space for the output’s Normal (Radius, Samples). | Normal | Normal, Color |
| Wireframe | 1 along the mesh’s polygon edges (Size In: Metres or Texels; Size; Size in Texels). | Function | Factor |
| Raycast | A ray from each point in one direction: whether it hits anything within Length, and how far (Direction, Length, Spread, Samples). | Function | Is Hit, Hit Distance |
| Flood Fill | Per UV island: a random value, a random colour, and 0–1 gradients across the island in U and V. | Function | Random, Random Color, Gradient U, Gradient V |
| Position Gradient | 0 below Start, rising smoothly to 1 at End along an axis; both are fractions of the model’s bounds. Start above End turns it upside down. | Start, End, Function | Factor |
| Direction Mask | 1 where the surface faces Direction by more than Threshold, blended over Softness. | Direction, Threshold, Softness, Function | Mask |
Material
| Node | What it does | Inputs | Outputs |
|---|---|---|---|
| Principled Material | Bundles Principled channels into one Material wire. Only channels that are linked or changed from their default are carried; they override an optional Base Material. | Base Material, Base Color, Metallic, Roughness, IOR, Alpha, Normal, Specular Weight, Specular Color, Emission Color, Emission Strength, Coat Weight, Coat Roughness, Sheen Weight, Sheen Color, Sheen Roughness, Transmission Weight, Height, Displacement, Ambient Occlusion | Material |
| Material Mix | Mixes two materials. By Mask: A where the mask is 0, B where it is 1. By Height: whichever material stands higher wins, the mask biasing it and Height Blend Softness softening the seam. | Material A, Material B, Mask, Height Blend Softness | Material |
| Material Input | Uses another graph of the project as one Material (Graph setting). | — | Material |
| Material Layer Stack | A base material with up to four layers, each laid over what is below it by its mask — a chain of Material Mixes in one node. By Mask or By Height. | Base, Layer 1–4, Mask 1–4, Height Blend Softness | Material |
| Extract Channel | Reads one channel out of a material. | Material | Color, Value |
| Override Channel | Replaces one channel of a material. Colour and vector channels take Color; number channels take Value. | Material, Color, Value | Material |
Editing curves
RGB Curves, Float Curve and Vector Curves are shaped in the node’s settings, with a curve editor that works the way Blender’s does — and the curves come out the same shape as Blender’s for the same points.
- Click an empty part of the graph to add a point there; drag a point to move it; right-click a point to delete it (a curve keeps at least two). Hovering shows the point’s position, or the curve’s output at the pointer.
- The buttons above the graph pick which curve you edit: C R G B on RGB Curves, X Y Z on Vector Curves. The others show faintly behind it.
- Presets puts a ready-made shape on the curve you are editing: Linear, or an Ease In, Ease Out or Ease In-Out of Sine, Quad, Cubic, Quart, Quint, Expo, Circ or Back. The arrows either side step through them. A preset becomes ordinary points you can keep editing.
- With a point picked: its X and Y to type in, Sharp for a corner there instead of a smooth bend, and Delete Point.
- Extend: past the first and last point the curve carries on along its end (Extrapolated, the default, as in Blender) or stays level (Horizontal). It also decides what happens to values outside the curve’s range, such as colours brighter than 1.
- Reset Curve puts the curve you are editing back to a straight line.