Documentation
Animation animation.time
The Time node on the VFX Loom graph canvas.
Fig. 1 The Time node in its resting, collapsed state on the VFX Loom graph canvas.

Overview

Reads the renderer's current flipbook timeline and exposes phase, frame index, and a mirrored phase as graph values. It is the graph node's clock, not the Animation Editor itself.

Category
Animation
Internal ID
animation.time
Version
VFX Loom 1.0

Properties

PropertyTypeDefaultAnimatableRange / optionsEffect
Speed Scalar 1 Not declared Hard 0..8 · soft UI range Multiplies the renderer time before Offset is applied. In Linear mode with Loop Safe off, 2 traverses the phase twice as fast and 0 holds the phase. Loop mode or Loop Safe rounds non-zero movement to a positive whole-number speed, with a minimum of 1.
Offset Scalar 0 Not declared Hard 0..1 Shifts the phase before it wraps with modulo 1. It changes where the graph starts in its cycle; values outside the range are not part of the declared control range.
Mode Enum Linear No Linear · Loop Linear emits the wrapped phase directly. Loop converts the phase to a closed cosine: it starts at 0, reaches 1 in the middle, and returns to 0 with zero slope at the boundary.
Loop Safe Bool true No Boolean When enabled in Linear mode, rounds Speed to a positive whole number so an evolving graph returns to its starting state. Loop mode applies the same rounding regardless of this switch.

Outputs

OutputTypeMeaning
Time Scalar The normalized phase: the wrapped linear phase in Linear mode, or the closed 0→1→0 cosine phase in Loop mode.
Frame Scalar The integer renderer timeline frame, returned directly from the evaluator frame.
Ping-Pong Scalar The mirrored value derived from Time as mirror(Time × 2, 1), producing a 0→1→0 traversal for a linear Time phase.

Usage

In practice

  • Connect Time to an animatable scalar input when a graph parameter should follow the project timeline rather than a hand-authored keyframe curve. Motion and Animated Mapping are useful consumers when the goal is movement.
  • Use Time for procedural evolution in a flipbook. Loop mode is the closed periodic output; Linear mode is the direct wrapped playhead phase and is useful when a downstream node should see a ramp.
  • Use Frame when the graph needs the integer frame index. Speed, Offset, and Mode affect Time; Frame remains the evaluator's current frame value.

Worked example: Time → an animatable parameter

Drive a procedural animation from the graph clock so the same phase is available to multiple nodes. This keeps the motion deterministic and makes the loop policy explicit at the source.

  1. Add Time and connect Time to an animatable scalar input, such as Noise Evolve or a mapping speed control. Leave Speed at 1 and Offset at 0 while checking the phase.
  2. Choose Linear when the consumer wants a direct 0..1 cycle. Choose Loop when the consumer should rise and fall smoothly and meet the boundary without a slope discontinuity.
  3. Keep Loop Safe enabled when the graph's evolving state must return to its starting state at the end of the flipbook. Disable it only when Linear mode needs a non-integer or zero speed behaviour.

Examples

These examples show Time in supplied VFX Loom graph setups. Each graph link opens the corresponding node reference; the explanation below the media is specific to this node's role in that setup.

Shape / Warp / Glow with a moving wave branch

Two branches meet at Mask: a Shape branch is warped, outlined, and bloomed, while Time drives Motion → Mapping → Wave Texture → Transform to create a moving secondary field.

VFX Loom graph showing Shape, Warp, Outline, Glow / Bloom, Time, Motion, Mapping, Wave Texture, Transform, and Mask connected around a white striped preview.
Fig. 2The two-branch mask setup in the graph canvas, shown at a single flipbook frame.
Fig. 3The same setup running: the Time-driven branch advances through the flipbook while the graph remains unchanged.

How Time contributes

Time is the animation source for the lower branch. It makes the demo's flipbook state advance without changing the node layout.

Notes / limitations

  • Time is driven by the renderer/project timeline. It does not read or edit keyframes in the Animation Editor.
  • The Animation Editor is the UI for authoring parameter keyframes; Time is a graph value that can drive an animatable input. See the Animation guide linked below.
  • The production source does not mark Speed or Offset as animatable and does not declare a parameter step. The reference keeps that distinction instead of implying keyframe support from their scalar types.