Documentation
Nodes
The VFX Loom 1.0 node inventory, categories, and reference architecture.
Nodes are the units of work in VFX Loom. Each node has a stable internal ID, typed inputs and outputs, and parameters that may be local values or animated controls where the registry allows it.
VFX Loom 1.0 reference
This page is the index for the production node library. Categories follow the role vocabulary used by the editor: Input / Sources, Generators, Transform, Color, Filters, Math, Vector, Composite, and Animation. Serialized node IDs remain stable beneath that presentation layer.
Input / Sources
4 nodes- Coordinate
generator.coordinateProvides procedural coordinate spaces. - Random
generator.randomGenerates a deterministic scalar from seed and sample. - Hash
generator.hashConverts a scalar or Vector2 into a deterministic 0..1 value. - Float Value
generator.floatValueOutputs a deterministic scalar constant.
Generators
9 nodes- Noise
generator.noiseTileable fractal noise. Seamless across the tile edges. - White Noise
generator.whiteNoiseDeterministic spatially uncorrelated noise from a coordinate stream. - Wave Texture
generator.waveContinuous bands or rings with sine, triangle, or saw profiles. - Gradient
generator.gradientLinear, radial or angular ramp. - Shape
generator.shapeSoft-edged SDF mask with Circle, Square, Ring, or Polygon. - Solid Color
generator.colorFills the frame with one constant RGBA color. - Image
generator.imageA Roblox image asset as visual data. - Sprite Sheet Source
generator.spriteSheetExtracts a frame from a sprite sheet or texture atlas. - Capsule / Beam Shape
generator.capsuleRounded line or beam from one finite-segment SDF.
Transform
8 nodes- Separate Field
processing.separateFieldSplits a coordinate Field into strict X and Y component Fields. - Mapping
transform.mappingTransforms procedural coordinates before a generator samples them. - Animated Mapping
transform.animatedMappingScrolls and transforms coordinates with time-driven translation. - Image Displace
transform.displaceOffsets source sampling with another image. - Transform
transform.transformMoves, rotates and scales an image. Optionally warps it. - Distortion
transform.distortionOffsets where the source is sampled, driven by a map. - Warp
transform.warpDeforms the image with a formula: twist, bulge, lens or ripple. - Polar
transform.polarRemaps between cartesian and polar space.
Color
13 nodes- Colorize
processing.colorizeMaps an Image scalar field through a four-stop colour ramp; use Color Ramp only for a Scalar value. - Hue / Saturation / Value
processing.hsvRecolors an image in HSV space while preserving alpha. - Invert
processing.invertBlends RGB and alpha inversion independently. - RGB Curves
processing.rgbCurvesApplies editable master, red, green, and blue curves to an image. - Set Alpha
processing.setAlphaCombines an image's RGB with alpha from another image. - Color Adjust
processing.adjustAdjusts tint, brightness, contrast, and alpha on an image. - Brightness / Contrast
processing.brightnessContrastAdjusts bounded RGB brightness and contrast while preserving alpha. - Gamma / Exposure
processing.gammaExposureApplies safe gamma or linear exposure to straight-alpha RGB. - Luminance
processing.luminanceConverts RGB to grayscale with a selectable channel method. - Gradient Map
processing.gradientMapMaps an Image input through a four-stop colour ramp while preserving alpha. Use Shape or Distance as the scalar-field source. - Color Ramp
processing.colorRampMaps a Scalar value to Color using editable stops. For Image inputs, use Gradient Map or Colorize. - Separate Color
processing.separateColorSplits an RGBA image into R, G, B and A grayscale images. - Combine Color
processing.combineColorCombines R, G, B and A channel images into RGBA.
Filters
18 nodes- Levels
processing.levelsRemaps tonal range: input range, gamma, output range. - Blur
processing.blurGaussian-approximate blur, with tileable wrapping. - Mask
processing.maskSets or multiplies alpha, from a mask image or the input itself. - Posterize
processing.posterizeQuantizes RGB into discrete normalized color levels. - Edge Detect
processing.edgeDetectDetects internal image gradients with Sobel, Prewitt, or Laplacian kernels. - Normal From Height
processing.normalFromHeightConverts a height image into an encoded tangent-space normal image. - Emboss
processing.embossCreates directional relief from internal image gradients. - Opacity
processing.opacityScales how much of the image shows through. - Outline
processing.outlineDraws an alpha-aware outline around visible pixels. - Resize
processing.resizeScales the existing image content around a pivot with nearest or bilinear sampling. - Pixelate
processing.pixelateReduces spatial detail without changing image dimensions. - Morphology
processing.morphologyDilates or erodes visible alpha. - Sharpness
processing.sharpnessSharpens local image detail with an alpha-safe unsharp mask. - Glow / Bloom
processing.glowThresholds bright source pixels, blurs the contribution, tints it, and optionally composites it over the source. - Directional Blur
processing.directionalBlurCentered line blur for motion streaks, trails, smoke, and directional energy. - Roughness
processing.roughnessCreates a grayscale roughness material map. Black is smooth; white is rough. - Alpha Blur
processing.alphaBlurBlurs alpha coverage while preserving the source RGB exactly. - Mask Combine
processing.maskCombineCombines two masks into grayscale RGB and matching alpha.
Math
2 nodesVector
3 nodesComposite
2 nodesAnimation
3 nodesNo nodes match that filter.
Connector types
Connections are strict. Field is a lazy coordinate stream; Image is a
rendered image; Scalar, Vector2, Color, Bool, Enum, Curve, and
Asset are value types. A node page uses the same names as the registry for
ports and parameters.
Reading the inventory
The inventory records defaults, enums, ranges, animation flags, and behavior only where the production source or frozen node-library notes state them. A missing step, component bound, or animation flag is left open rather than inferred. Browse the category tables above or open any node to read its field-by-field reference.
Versioning
These pages describe VFX Loom 1.0. Version information is kept at the product documentation level; there is no duplicated per-node version tree or per-node changelog.