Node families & graph colours

Every node belongs to a family, and the family sets its header colour.

The families

Each node sits in exactly one family. The family tints the node's title bar and groups it in the Tab palette.

FamilyWhat it covers
GenerateNew content built from parameters: shapes, text, meshes, noise, curves and gradients. Also the scene fixtures, cameras, lights, the environment and Render Settings. The sources a graph starts from.
ModifyChanges to existing content: transforms, effects, deform, booleans, compositing, materials, simulation, and the render and rasterise nodes. The bulk of a graph.
DataValues and logic: maths, comparisons, conditionals, tables and arrays, conversions, loops, and the readers that pull values back out of geometry.
IOThe outside world in and back out again: files, images and video, capture devices, MIDI, OSC, DMX and serial, the computer-vision nodes, and export.
StructureThe graph itself: subgraphs and their In and Out terminals, routers, annotations, and the graph-level Canvas and Score. Content passes through unchanged.
PluginNodes added by an installed plugin, plus the built-ins that host outside code such as Lua, p5, Hydra and audio plugins.

Two placements catch people out. Maths and logic are Data, not Modify. The Render node is Modify, while Render Settings is Generate.

The automatic converters spliced in between mismatched types are internal plumbing and never appear in the palette. Only nodes from the families above can be placed. They do surface in one read-only place: the data viewer's implicit-conversion chip. See Automatic conversion.

Reading a graph by colour

A row of Generate headers feeding a long run of Modify headers into an IO export is the common pipeline shape. Clusters of Data colour off to one side are usually the logic driving everything else.

Give a node a custom colour to mark out your own sections by eye. Reset to Family Color puts it back. See Node controls.

Pin and wire colours

Each pin is coloured by the type of data it carries, so a wire's colour says what is flowing without a click.

Lights, the environment and the render settings each carry a colour of their own.

A polymorphic pin has no one colour. It cycles through the colours of the types it accepts while idle, and settles on the matching one while you drag a wire at it.

Matching colours mean the types line up. Mismatched ones usually still connect, with an automatic conversion inserted.

Pin shapes

Shape is the second dimension.

Shape follows the type's array flavour rather than a general sense of quantity, so a Curve pin and a plain Collection pin are both round even though each carries many items.

See also