Input Sources
Live inputs — Texture In, Webcam, NDI In, Spout In, and Kinect Source — and what each one needs to work.
Input operators bring outside pictures into a patch. They sit under I/O in the operator palette and behave like generators: a texture output you can wire anywhere.
Each also has a Composite Input so you can composite something under the live source using the node's own Blend Mode and Opacity.
Webcam
Uses your device camera. Works in the browser and on the desktop.
Pick your camera in the Camera dropdown, and set Fit Mode to control how the frame fills the output.
NDI In
Receives NDI video over the network. Desktop only.
- Install the NDI Runtime or NDI Tools from ndi.video.
- Start an NDI sender somewhere on the network.
- Press the ↻ scan button beside NDI Source and pick the sender.
Parameters: NDI Source, Source URL, Fit Mode.
Spout In
Receives a shared GPU texture from another application on the same machine. Windows desktop only — Spout shares textures on one GPU, so it is not a network protocol and there is no macOS equivalent on the input side.
Run a Spout-sending application and pick it in Spout Sender. Parameters: Spout Sender, Fit Mode.
Kinect Source
Reads an Azure Kinect depth camera. Windows desktop only. Install the Azure Kinect SDK or Runtime and connect the camera over USB 3.
It is the only source node with four outputs: Kinect (the depth payload that feeds Kinect Mesh), plus Color, Depth, and Mask as ordinary textures.
Parameters: Device Type, Depth Sensor Mode, Colour Sensor Mode, Near Clip, Far Clip.
Texture In
Receives the live mix that Perform mode pushes into an FX-slot patch.
Platform summary
| Operator | Browser | macOS desktop | Windows desktop |
|---|---|---|---|
| Texture In | Yes | Yes | Yes |
| Webcam | Yes | Yes | Yes |
| NDI In | No | Yes | Yes |
| Spout In | No | No | Yes |
| Kinect Source | No | No | Yes |