Auragen docs
Auragen docs

Getting Started

OverviewInterfaceNode GraphParameters and Controls

Operators

Surfaces
SDF

Model

SDF PrimitiveSDF 2D ShapeSDF ConvertSDF CombineMesh to SDFKinect SDFSDF Switch

Modify

SDF EffectorSDF Field

Shade

SDF MaterialSDF LightSDF Lighting FX

Render

SDF EnvironmentSDF CameraSDF MulticamSDF Render
3D PreviewperformMODE
3D & SimulationSDF

Kinect SDF

A live Kinect depth frame as solid, marchable SDF geometry, with no bake and no CPU work per frame.

Kinect SDF turns the depth stream from a Kinect Source into a solid you can union, repeat, or shell like any primitive. The sensor frame is sampled once per march step, so it stays live at sensor rate.

  • Input: the Kinect output of a Kinect Source node
  • Solid Thickness (m) turns the depth surface into a slab
  • Found under SDF → Model in the operators panel (desktop only, needs a connected Azure Kinect or Kinect v2)

Inputs and outputs

Kinect SDF node

PortTypePurpose
KinectKinectThe Kinect output port of a Kinect Source, not its Depth texture.
MaterialSDFAn SDF Material for the captured body.
SDFSDFThe live field.

Until the device delivers a frame the node outputs an empty field and shows Wire a Kinect Source (with a connected device). A Combine above it keeps rendering the rest of the scene.

Parameters

Kinect SDF parameters
  • Position X / Y / Z, Rotation X° / Y° / Z°, Scale — placement. Local units are metres, so Scale 1 is life size.
  • Solid Thickness (m) (0.005–2, default 0.12) — how far behind the depth surface the solid extends.
  • Pivot — Capture Center (default) pivots the transform on the middle of the captured body, so scaling shrinks it in place and rotating spins it. Sensor pivots on the camera apex instead.

There is no Taper, Wobble, Round, or Shell block here on purpose: those act before projection and would warp the sensor rays rather than the body.

Examples

Body in a lattice — Kinect SDF into SDF Combine Smooth Union with a Gyroid primitive.

Mirror hall — Kinect SDF into an SDF Effector set to Kaleidoscope.

Troubleshooting

Nothing renders. Check that the Kinect Source shows a connected device and that the wire comes from its Kinect port. The Depth texture output will not connect here.

The body sits off to one side when I rotate — set Pivot to Capture Center.

Related

Input Sources

The Kinect Source node.

SDF Primitive

The shapes to combine the body with.

Mesh to SDF

Bakes a surface mesh into a distance field so real geometry can join an SDF chain.

SDF Switch

Passes one of several wired SDF chains through, chosen by an Index you can animate or map.

On this page

Inputs and outputsParametersExamplesTroubleshootingRelated