Transform
Translate, rotate, and scale geometry.
What it does
Transform moves, rotates and scales whatever is fed into it: a shape, an image, points, or a full 3D object. It works additively, so a Transform applied to something already placed stacks on top of the existing placement rather than replacing it, and several Transforms chain to build up a move.
Anchor sets the pivot point that rotation and scale happen around. Move the anchor off centre to rotate or scale around a corner or an edge instead of the middle.
When to use it
Moving, rotating or scaling anything in the graph: the one node that works across images, shapes, points and 3D objects.
Rotating or scaling around a point other than the centre: set Anchor to that point first.
Transforming only part of a selection: wire a Select node upstream and point Mask at its weight attribute.
| Parameter | Type | Default | What it does |
|---|---|---|---|
input | Collection or Field | — | — |
mask | String | "" | Selection weight attribute to restrict the transform to (from Select). Empty = whole object. |
flop | Boolean | false | Mirror horizontally (negate X scale) |
flip | Boolean | false | Mirror vertically (negate Y scale) |
tile_count | Vec2 | (1, 1) | Repeat the image this many times across X/Y (raster/field only) |
tile_mode | String | "Repeat" | Repeat: copies butt together. Mirror: alternate copies flip. One of: Repeat, Mirror. |
pad | Vec2 | (0, 0) | Grow the image footprint by this many world units per side (raster/field only) |
pad_fill | String | "Transparent" | Transparent: empty. Clamp: edge pixels. Mirror/Wrap: reflected/repeated content. One of: Transparent, Clamp, Mirror, Wrap. |
position | Vec3 | (0, 0, 0) | Translation (X, Y, Z) |
rotation | Vec3 | (0, 0, 0) | Rotation in degrees (X, Y, Z) |
scale | Vec3 | (1, 1, 1) | Scale (X, Y, Z) |
anchor | Vec3 | (0, 0, 0) | Pivot offset (X, Y, Z) — rotation/scale orbit this point |
strength | Number | 1 | Effect strength / wet-dry (0 = no effect, 1 = full). Editable, wirable, keyframable. |
Gotchas
Mask is empty by default, which transforms the whole input. Once Mask is set to an attribute name, typically selected as written by a Select node, only the elements carrying that weight move. Untouched elements pass through exactly as they came in, and elements with a partial weight move proportionally.
For a 3D object, Transform repositions the object without touching its geometry, so nothing underneath is recomputed.
Turning on Mask changes the pivot. Instead of rotating and scaling around Anchor, a masked transform pivots around the weighted centre of the selection itself, and Anchor is ignored while Mask is set.
Worked example
Add a Transform and wire your shape, image, or object into Input.
Set Position to move it, and Rotation or Scale to reorient or resize it.
For rotation or scale around a corner rather than the middle, set Anchor to that point.
To restrict the effect to part of a selection, add a Select upstream, then set Mask to the attribute it writes.