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ASCII

Converts any texture into a grid of characters picked by brightness, or lays out typed text, with per-cell scale warping and randomization.

The ASCII node renders a character grid. In its default mode each cell samples the input texture's brightness and picks a character from a dark-to-light set — classic ASCII art from any generator, image, or video source.

ASCII default output driven by a Perlin Noise source

  • One texture output; a brightness-source input and a composite input
  • Two modes: brightness-to-charset conversion, or laying out typed text
  • Found in nerdGRAPH under Generators in the add-node menu
Example patch — drag onto the app to load

The image on the right is the example patch itself — drag and drop it onto the app (or load it with File → Load) to open the full graph. It feeds a frozen Perlin Noise into the Input port as the brightness source.

Inputs and outputs

ASCII node

PortTypePurpose
InputTextureBrightness source — each cell's luminance picks a character
Composite InputTextureComposited over the output using the node's Blend Mode and Opacity
OutputTextureThe rendered character grid

The Input texture also drives the scale-warp system (see Dark Scale / Light Scale) and, with Inherit Source Color on, per-cell color.

Unconnected, the Input falls back to a black field, so every cell renders the first (darkest) character in the set — a space by default, which looks like empty output. Wire a source in, or switch to Sequential mode.

Perlin noise source next to its ASCII conversion

Parameters

ASCII parameters

Opacity, Blend Mode, ALPHA — the standard operator header.

Structure

  • Mode — Texture (brightness -> charset) samples the input per cell and picks a character by luminance. Sequential (typed text) lays the Text string across cells in reading order instead, ignoring brightness and the character set; newlines force a row break.
  • Text (default AURAGEN ) — the string used in Sequential mode.
  • Character Set (default .:-=+*#%@) — the lookup used in Texture mode, ordered dark to light. Cell brightness indexes into this string, so reordering or replacing characters restyles the whole output.
  • Font (default monospace) — any font family available to the system. Weight — Regular (400) through Black (900).
  • Cell Width (4–64, default 12) / Cell Height (4–96, default 16) — the grid cell size in pixels; together they set each cell's aspect ratio.
  • Grid Density (0.1–4, default 1) — single-knob density that divides both cell dimensions. Above 1 gives more, smaller glyphs; below 1 gives fewer, larger ones.
  • Kerning Horiz / Kerning Vert (−16 to 32) — extra spacing between cells without rescaling the glyphs.
  • Glyph Scale (0.1–2, default 0.95) — glyph size relative to its cell. Below 1 leaves gaps; above 1 makes glyphs overlap.
  • Rnd Amount (0–200, default 0) — per-cell randomization strength. Rnd Type picks what gets randomized: the glyph's Position, the Glyph choice itself, or both.
  • Dark Scale / Light Scale (0–4, default 1/1) — per-cell glyph scale driven by the input's luminance: cells at black render at Dark Scale, cells at white at Light Scale. The defaults disable the effect. 0 / 2 makes glyphs vanish in shadows and double in highlights; swapping the values inverts the mapping. With no input wired, a built-in procedural noise drives the same warp — Noise Density sets its scale.
  • Density Scale (−1 to 1, default 0) — radial size gradient: positive grows glyphs toward the screen center, negative shrinks them there.
  • Inherit Source Color — colors each glyph from the input texture instead of Text Color. Use it when piping in a color image or video.
  • Invert Mapping — flips the brightness-to-charset mapping so dark cells pick light characters.

Dynamics

  • Rnd Speed (0–20, default 0) — animation rate of the per-cell randomization. 0 freezes it.
  • Noise Speed (0–2, default 0) — animation rate of the built-in scale-warp noise (only relevant with no input wired).

Output

  • Text Color (default white) and Alpha — glyph fill. Hue / Saturation / Lightness — color adjustments applied on top, useful together with Inherit Source Color.
  • Blur (0–64, default 0) — gaussian blur over the result, in pixels.
  • Background / Background Alpha — the fill behind the glyphs. Drop Background Alpha to 0 to composite the glyphs over downstream content.
  • Brightness Floor (0–1, default 0) — cells darker than this render the first charset entry, punching clean black regions into the output.

Every slider has a per-parameter animation bar, so any of these can be animated, audio-driven, or MIDI-mapped — see Parameters and Controls.

Troubleshooting

Dark Scale / Light Scale sliders do nothing — they are equal (both default to 1). The effect is the difference between the two endpoints.

Everything is one color despite a colorful input — turn on Inherit Source Color; by default glyphs use the flat Text Color.

Related

Bit Glyphs

Procedural bit-sprite grids — glyph cells without a source texture.

Perlin Noise

The brightness source used in this page's example patch.

PCB

Procedural circuit-board generator that scatters components and routes traces between them, with image-driven density and optional animated pulses.

Bit Glyphs

Generates a grid of procedural bit-pattern sprites — invaders, runes, sigils — with per-bit animation and HSV color schemes.

On this page

Inputs and outputsParametersStructureDynamicsOutputTroubleshootingRelated