Filter
Smooth, lag, or filter values over time with a low-pass, high-pass, band-pass, or notch biquad.
What it does
Filter smooths, lags or filters a signal over time with a biquad filter. It adapts to the input: an animated Number (or Vec2/Vec3/Color) is smoothed at frame rate, while an audio-rate array gets a true audio filter. Filter Type chooses the shape. Low-pass smooths out jitter or removes highs, High-pass extracts change or removes lows, Band-pass isolates a range, and Notch cuts a narrow frequency out.
Cutoff sets where the filter acts, in Hz, and Resonance sets how sharply it acts there. A Resonance of 0.707 is flat with no peak; higher values give a resonant sweep character right at the cutoff.
When to use it
Smoothing jittery tracked or generated motion: Low-pass with a low Cutoff, 1–5 Hz for gentle smoothing, down to 0.1 Hz for heavy lag
Isolating the change in a signal rather than its raw value: High-pass
Picking out a rhythmic or narrow-band component: Band-pass or Notch
A synth-style filter sweep on audio: raise Resonance and animate Cutoff
| Parameter | Type | Default |
|---|---|---|
input | OneOf([Number, Vec2, Vec3, Color, NumberArray, Vec2Array, Vec3Array, ColorArray]) | — |
filter_type | String | "Low-pass" |
cutoff | Number | 1000 |
resonance | Number | 0.707 |
Gotchas
Changing Filter Type resets the filter's internal memory, which can produce a brief click or jump: Low-pass, High-pass, Band-pass and Notch are genuinely different filter shapes, not settings on one filter. Rewiring a different signal into Input resets the memory the same way. Animating Cutoff or Resonance does not; the memory carries through cleanly.
Cutoff range differs by context. For smoothing an animated value, useful values are roughly 0.1–30 Hz; for filtering audio, 20–20,000 Hz. Smoothing that appears to do nothing usually has a Cutoff far outside the motion range in play.
Worked example
Add a Filter node and wire a jittery animated value, for example tracked motion or noise, into Input.
Leave Filter Type on Low-pass and lower Cutoff toward 1–2 Hz until the jitter smooths out without lagging too far behind.
If the result feels too soft or delayed, raise Cutoff slightly to let more motion through.
For a synth-style sweep on audio instead, wire in an audio signal, set Filter Type to Low-pass or Band-pass, and animate Cutoff and Resonance together.