Operator Reference

70 core operators, generated from Vivid 0.1.1's live metadata (operator ABI 17) - never hand-written. Third-party plugins you install appear in-app; this reference covers Vivid's own operators.

Visual · 52

AudioSpectrum preview

Live FFT of the master bus as per-band lanes - the source for a 3D equaliser.

Bloom

Visual

Post-process glow: bright pixels bleed light. Put it after Render3D; drive intensity with audio.

Blur preview

Blur

Visual

Box blur of the input texture; radius is wire-drivable.

Clock preview

Clock

Visual

Transport-synced timing source: emits step / phase / gate lanes that advance once per `period` (e.g. every 4 bars). Wire `step` into Switch3D to cut between looks on the beat.

Composite preview

Composite

Visual

Blend two inputs (A base, B over): normal/add/multiply/screen/overlay.

Designed color grading (iq cosine palette). Maps luminance to a gradient; map audio to phase for color cycling.

CRT preview

CRT

Visual

Broadcast/CRT treatment: barrel curve, scanlines, RGB shadow-mask, aberration, vignette, roll.

Data-driven GLSL generator: renders a project .glsl file (pick it in `file`).

Deformer preview

Deformer

Visual

Displaces a mesh's vertices with noise or a wave, so geometry ripples and breathes.

Displace preview

Displace

Visual

Warp a source texture's sampling by a displacement texture (RG-vector or luminance).

Emitter preview

Emitter

Visual

A one-shot particle burst per fire of an incoming signal (pos->hue, amp->energy). Re-struck notes re-burst; drives off notes, beats or onsets.

Feedback preview

Feedback

Visual

Frame feedback / trails: blends the input with a decaying history texture.

Fold preview

Fold

Visual

Crisp axis-aligned mirror reflection of the input - architectural symmetry, not a busy radial kaleidoscope.

Image preview

Image

Visual

Load a still image (PNG/JPG/…) from a file into the chain.

InstanceGrid preview

Lays out instances on a regular 3D grid - the lattice a shape is stamped across.

InstanceNoise preview

Perturbs instance transforms with noise, breaking a rigid layout into something organic.

Instancer preview

Instancer

Visual

Draws one glowing instance per note of an incoming Notes value (pitch->colour, velocity->size); chords bloom, arps trail.

Instancer3D preview

Stamps one shape across a set of instance transforms in a single draw.

InstancesFromLanes preview

Turns per-band lanes into instance transforms - bar heights driven by the audio.

InstancesFromSignal preview

Recipe: one 3D instance per element of an incoming signal (pos->layout+colour, amp->size); chords bloom, arps trail. Prefer LaneRamp/LanePalette -> InstancesFromLanes -> Instancer3D to recombine.

Kaleidoscope preview

Radial mirror-symmetry (kaleidoscope) fold of the input.

LanePalette preview

Emits per-lane r/g/b colour, so a band's index picks its hue.

LaneRamp preview

LaneRamp

Visual

Emits a lane per step as a ramp - a positional gradient across a band set.

Light3D preview

Light3D

Visual

A light in the scene - directional, point, spot or ambient, with colour and intensity.

Lines preview

Lines

Visual

Real line geometry: a grid / radial burst / concentric rings (wireframe).

Mesh preview

Mesh

Visual

Real 3D geometry: spinning platonic solids (solid flat-lit or wireframe).

MeshDisplace preview

Displace a mesh's vertices by a 2D texture (GPU compute); mesh in + map in, mesh out.

MeshLoad preview

MeshLoad

Visual

Load a 3D model (glTF/GLB) and output it as a mesh for the geometry pipeline.

MeshRender preview

Render a mesh (from the geometry pipeline) to a textured, lit image.

Model preview

Model

Visual

Load a 3D model (glTF/GLB) from a file and render it textured + lit.

NoiseField preview

Animated 3D FBm noise (Perlin/Simplex/Worley/Value) - a reusable displacement / modulation MAP.

Notes preview

Notes

Visual

A track's live MIDI as a generic signal (held notes + note-on fires) - drives Instancer, Emitter, or any consumer through an edge.

Output

Visual

Chain sink: owns the output's size, aspect and fit; feeds the viewer.

Particles3D preview

A GPU particle field - curl-noise motion, emission and lifetime, drawn as billboards.

Render3D preview

Render3D

Visual

Renders a composed 3D scene to a texture: camera, lights, shadows, fog and IBL.

SceneMerge preview

Combines several scene branches into one, so geometry and lights render together.

SDF3D preview

SDF3D

Visual

Ray-marched signed-distance geometry: smooth blended primitives with no mesh.

Shape preview

Shape

Visual

A crisp SDF shape (circle/polygon) drawn over its input. Geometry, not a field.

Shape3D preview

Shape3D

Visual

A primitive mesh - cube, sphere, torus, plane, cylinder, cone or pyramid - with a material.

ShapeGrid preview

ShapeGrid

Visual

A grid of filled polygons drawn as REAL vertex geometry (not a shader field).

Shatter preview

Shatter

Visual

RGB channel-split + blocky glitch displacement - a hard digital shatter, not a haze.

Solids preview

Solids

Visual

One 3D solid (cube/tetra/octa) per element of a signal; pos->x+hue, amp->size, shared rotation. Depth-tested, flat or wireframe.

StepBars preview

StepBars

Visual

Example op with a custom editor: 8 draggable step bars.

Switch preview

Switch

Visual

Pass one of four texture inputs through, chosen by `index` - or wire a Clock's `step` into `clock` to cut between the connected inputs on the beat (the 2D twin of Switch3D).

Switch3D preview

Switch3D

Visual

Forwards one of several Scene3D inputs, selected by a Clock's `step` (wire it into `clock`). Cut between whole looks every N bars - timing comes from the Clock node.

Text preview

Text

Visual

Renders a string (from a .txt file) over its input. Typography.

Slit-scan / time-displacement: each pixel samples a different point in a history buffer, chosen by a grayscale map.

Transform preview

Transform

Visual

Zoom / rotate / translate / tile the input (near-identity at defaults).

Type preview

Type

Visual

A live typographic readout of a signal - the active notes as filled vector text (names or pitch numbers).

VectorText preview

Filled text as REAL vertex geometry (glyph outlines -> triangles).

Video preview

Video

Visual

Play a movie file (AVFoundation + HAP) as a source in the chain.

Webcam preview

Webcam

Visual

Live camera capture (device / resolution / fps) into the chain.

Audio · 12

Beat-synced slice repeater with per-repeat decay.

Bit-depth + sample-rate reduction (lo-fi crush).

Bode frequency shifter (Hilbert) with LFO modulation.

Audio track of a Video node's movie, as a graph source (wire through effects).

Reverse

Audio

Beat-synced backward playback with crossfaded edges.

Sampler

Audio

Plays pitched PCM per note with ADSR + polyphony (melodic or drum-rack).

Scratch

Audio

DJ-style varispeed scratch with motion patterns.

Stretch

Audio

Granular time-stretch (pitch preserved).

Stutter

Audio

Beat-synced slice repeater with envelope shapes (glitch stutter).

State-variable filter (low/high/band-pass) with resonance.

Tape-deck slowdown/restart (varispeed stop gesture).

Simple sine instrument (native-instrument spike).

Control · 6

ADSR

Control

Modulator: a note-gated attack/decay/sustain/release envelope that drives any param through a control wire.

Arp

Control

Note effect: holds the keys you play and re-issues them as an arpeggio.

Chord

Control

Generator: repeats a chord in time, locked to the transport.

Euclid

Control

Generator: a Euclidean rhythm on one note, locked to the transport.

LFO

Control

Modulator: a low-frequency oscillator that drives any param through a control wire.

RandMelody

Control

Generator: a deterministic in-scale random melody, locked to the transport.