Node Reference

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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

NodeWhat it doesInputsOutputs
ValueA single number you set on the node.—Value
ColorA colour you pick. It is picked in sRGB and passed on as linear colour.—Color
IntegerA whole number you set on the node.—Value
BooleanAn on/off value (1 or 0).—Value
VectorAn X, Y, Z vector you type in.—Vector
Texture CoordinateThe 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
GeometryPer-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
ImageSamples 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, FunctionColor, Alpha, Value
LayerReads one channel of the paint beneath this Node Layer. Where nothing is below it reads transparent black.—Color, Value, Alpha

Projection

NodeWhat it doesInputsOutputs
Object ProjectionPlaces a pattern or image in the model’s object space.TransformProjection
Bounds ProjectionFits the pattern or image to the model’s bounding box.TransformProjection
UV ProjectionPlaces the pattern or image using a UV map (UV Channel setting).TransformProjection
Triplanar ProjectionProjects along all three axes and blends between them (Blend Sharpness setting).TransformProjection
Planar ProjectionProjects flat along one axis (X, Y or Z).TransformProjection
Spherical ProjectionWraps the pattern or image around a sphere.TransformProjection
Cylindrical ProjectionWraps the pattern or image around a cylinder on one axis (X, Y or Z).TransformProjection
Coordinates to ProjectionTurns any vector wired into it into a projection, so you can build your own coordinates.Coordinates, TransformProjection
TransformBuilds a placement — offset, rotation in degrees and scale — for a projection’s Transform input.Offset, Rotation, ScaleTransform

Pattern

Most patterns also take a Tileable (2D UV) switch and a Function input; they are listed with each node.

NodeWhat it doesInputsOutputs
NoiseFractal 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, FunctionFactor, Color
VoronoiCellular 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, FunctionDistance, Color, Position, Cell ID
CheckerA checkerboard of two colours.Projection, Size, Color 1, Color 2, Tileable, FunctionColor, Factor
BrickBricks 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, FunctionColor, Mortar, Height, Brick ID
WaveBands 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, FunctionFactor, Color
HexagonsHoneycomb tiles separated by a gap.Projection, Size, Gap, Gap Smooth, Bevel, Color 1, Color 2, Gap Color, Seed, Tileable, FunctionColor, Gap, Height, Cell ID
White NoiseA random value per cell of the given size — speckle.Projection, Size, Seed, FunctionValue, Color
MagicA swirling, psychedelic colour pattern.Projection, Size, Depth, Distortion, FunctionColor, Factor
ShapeOne 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, FunctionColor, Mask, Height, Cell ID
Radial TilingDivides space into wedge segments around a centre (a kaleidoscope) and gives coordinates within each segment.Projection, Sides, RoundnessSegment Coordinates, Segment ID, Segment Width, Segment Rotation
Domain WarpNoise whose coordinates are warped by noise, one or two levels deep — marble and swirls.Projection, Size, Strength, Detail, Roughness, Lacunarity, Seed, Tileable, FunctionFactor, Color, Warped Coordinates, Warp Amount
StripesParallel stripes at an angle.Projection, Spacing, Width, Angle, Edge Softness, Stripe Color, Background Color, Seed, Tileable, FunctionColor, Mask, Stripe ID
WeaveWoven fabric threads, with separate warp and weft colours.Projection, Thread Spacing, Thread Width, Edge Softness, Warp Color, Weft Color, Gap Color, Tileable, FunctionColor, Mask, Height, Thread
CracksA network of cracks, like dry mud or crazed paint.Projection, Size, Width, Edge Softness, Bevel, Distortion, Detail, Roughness, Randomness, Seed, Tileable, FunctionMask, Height, Color, Cell ID
CrystalsFaceted shards shaded between a light and a dark colour.Projection, Size, Facet Contrast, Randomness, Light Color, Dark Color, Seed, Tileable, FunctionFactor, Color, Edge Distance, Cell ID
GaborGabor noise — directional, grainy streaks such as brushed metal.Projection, Size, Frequency, Anisotropy, Orientation, Seed, Tileable, FunctionValue, Phase, Intensity
MetaballsBlobs that merge into one another.Projection, Size, Radius, Radius Variation, Randomness, Threshold, Edge Softness, Bevel, Seed, Tileable, FunctionMask, Height, Field
Random LinesShort, randomly placed lines — scratches, straw, hatching.Projection, Size, Lines per Cell, Length, Width, Angle, Angle Randomness, Edge Softness, Line Color, Background Color, Seed, Tileable, FunctionColor, Mask, Height, Line ID
Tile SamplerScatters 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, FunctionColor, Mask, Cell ID
GradientA 0–1 ramp across the model’s bounds: Linear X, Y or Z, Diagonal, Radial, Spherical, Quadratic Sphere, Easing or Quadratic.Projection, FunctionFactor, Color

Color

NodeWhat it doesInputsOutputs
MixBlends B over A by Factor using one of 26 blend modes (Normal, Multiply, Screen, Overlay, Soft Light … Luminosity), optionally clamping the result.Factor, A, BResult
Color RampMaps a 0–1 value to a colour along a gradient you edit.FactorColor, Alpha
RGB CurvesReshapes 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, ColorColor
LevelsAdjusts input black and white, gamma, and output black and white.ColorColor
Hue/Saturation/ValueShifts the hue and scales saturation and value, mixed in by Factor.Hue, Saturation, Value, Factor, ColorColor
InvertInverts the colour, mixed in by Factor.Factor, ColorColor
Brightness/ContrastChanges brightness and contrast.Color, Brightness, ContrastColor
GammaApplies a gamma (power) curve to the colour.Color, GammaColor
GrayscaleConverts a colour to a single brightness value.ColorValue
Separate ColorSplits a colour into its RGB or HSV channels.ColorRed / Hue, Green / Saturation, Blue / Value
Combine ColorBuilds a colour from RGB or HSV channels.Red / Hue, Green / Saturation, Blue / ValueColor

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.

NodeWhat it doesInputsOutputs
BiasPushes values towards 0 or 1 (Perlin’s bias curve; Bias setting).FunctionFunction
GainAn S-curve about the middle (Perlin’s gain; Gain setting).FunctionFunction
GammaA power curve (Gamma setting).FunctionFunction
SineTurns the value into a repeating 0–1 sine wave (Frequency, Phase).FunctionFunction
TriangleTurns the value into a repeating zigzag (Frequency, Phase).FunctionFunction
WrapRepeats the value as a sawtooth (Frequency).FunctionFunction
Step1 at or above Edge, 0 below it.FunctionFunction
Smooth StepA smooth 0-to-1 transition between Low and High.FunctionFunction
Box Step1 between Low and High, 0 outside.FunctionFunction
ModulateMultiplies the value by Scale and adds Offset.FunctionFunction

Math

NodeWhat it doesInputsOutputs
MathOne 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, FunctionValue
Vector MathOne 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, ScaleVector, Value
Map RangeRemaps 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, FunctionResult
Float CurveReshapes a value with a curve you draw over 0–1 (see Editing curves); Factor blends the result in.Factor, ValueValue
ClampLimits a value between Min and Max. In Range mode Min and Max are swapped if Min is the larger.Value, Min, MaxResult

Vector

NodeWhat it doesInputsOutputs
Normal MapDecodes a tangent-space normal-map colour into a normal, scaled by Strength. Convention: OpenGL or DirectX (green flipped).Color, StrengthNormal
BumpA 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, NormalNormal
DisplacementTurns a height into a Displacement channel value, where mid grey is no movement: 0.5 + (Height − Midlevel) × Strength, clamped to 0–1.Height, Midlevel, StrengthDisplacement
Separate XYZSplits a vector into its X, Y and Z numbers.VectorX, Y, Z
Combine XYZBuilds a vector from X, Y and Z numbers.X, Y, ZVector
Vector CurvesReshapes 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, VectorVector

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.

NodeWhat it doesInputsOutputs
BlurSoftens the input over a radius.InputResult
SharpenSharpens the input (Radius, Amount).InputResult
Height to NormalBuilds a normal from a height map (Strength).HeightNormal
BumpHeight to Normal with Blender’s controls — Distance in metres, Strength, Invert — stacking onto a Normal input (see Vector).Height, NormalNormal
Edge DetectFinds edges in the input (Strength).InputEdge
WarpDistorts the input by a second map, either along that map’s slope or in one direction (Intensity, Angle).Input, Intensity MapResult
Slope BlurBlurs the input along the slope of a second map — streaks and erosion (Intensity, Samples).Input, Slope MapResult
Make It TileCross-fades the edges so the texture repeats seamlessly (Border).InputResult
Distance0 on the mask, rising to 1 at Max Distance from it.MaskDistance
AO from HeightAmbient occlusion worked out from a height map (Radius, Depth).HeightOcclusion

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.

NodeWhat it doesInputsOutputs
Ambient OcclusionHow much the model’s own geometry shades each point, within a distance in metres (Distance, Samples).FunctionOcclusion
CurvatureWhite wherever the surface bends, either way (Distance, Intensity).FunctionCurvature
CavityWhite in creases and crevices only (Distance, Intensity).FunctionCavity
EdgeWhite on convex edges only (Distance, Intensity).FunctionEdge
ConcaveThe baked Concave map: recessed areas (Distance, Intensity). Shares Cavity’s bake.FunctionConcave
ConvexThe baked Convex map: raised areas (Distance, Intensity). Shares Edge’s bake.FunctionConvex
Thickness1 where the mesh is at least Distance thick behind the surface, 0 where it is paper thin.FunctionThickness
DensityThe 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).FunctionDensity
Bent NormalThe average direction the point can see out of, in object space (Distance, Samples).—Color, Normal
Environment LightA sky colour above and a ground colour below, blended by facing and darkened by ambient occlusion (Up Axis, Distance, Samples).Sky, Ground, Intensity, Contrast, OcclusionColor
Object NormalThe surface normal as the standard normal-map colour and as a vector.—Color, Normal
World NormalThe same as Object Normal: in Vertexix the model’s space is world space.—Color, Normal
PositionThe point’s position scaled to 0–1, as a colour or one axis (Axis, Normalization).—Color, Value
Vertex ColorThe vertex colours of the mesh the layer is on; white where there are none.—Color, Alpha
IDA flat colour and a random value per region: mesh piece, material, UV island or vertex colour (Source).—Color, Random
OpacityThe material’s own opacity under this layer: the lower of its Alpha channel and Base Color alpha.—Opacity
BevelRounded-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).NormalNormal, Color
Wireframe1 along the mesh’s polygon edges (Size In: Metres or Texels; Size; Size in Texels).FunctionFactor
RaycastA ray from each point in one direction: whether it hits anything within Length, and how far (Direction, Length, Spread, Samples).FunctionIs Hit, Hit Distance
Flood FillPer UV island: a random value, a random colour, and 0–1 gradients across the island in U and V.FunctionRandom, Random Color, Gradient U, Gradient V
Position Gradient0 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, FunctionFactor
Direction Mask1 where the surface faces Direction by more than Threshold, blended over Softness.Direction, Threshold, Softness, FunctionMask

Material

NodeWhat it doesInputsOutputs
Principled MaterialBundles 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 OcclusionMaterial
Material MixMixes 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 SoftnessMaterial
Material InputUses another graph of the project as one Material (Graph setting).—Material
Material Layer StackA 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 SoftnessMaterial
Extract ChannelReads one channel out of a material.MaterialColor, Value
Override ChannelReplaces one channel of a material. Colour and vector channels take Color; number channels take Value.Material, Color, ValueMaterial

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.