Every Texture operator — loaders, compositing, transforms, colour, displacement, and conversion — in one reference.
Texture operators take one or more textures in and give one out. They sit between generators and the Output node, and they are where most of a patch's work happens.
Press Tab in the node graph and open the Texture tab to browse them. The family is one flat list in the palette; the grouping below is for reading, not something the app shows.
Combines two images with one of 27 placement, arithmetic, and HSL operations, gated by the Mask.
Operation
Composite → Mask Mix
Background, Foreground, Mask
The one operation where the Mask is the operation: white picks the Foreground, black picks the Background, grey mixes them. With no Mask wired it sits at a flat 50/50.
Blend and Composite are not two names for the same thing. Blend is a growing bottom-up stack. Composite is a fixed Background / Foreground / Mask operation with a 27-entry menu — and in that menu only Over and Under do real alpha compositing; the rest flatten both alphas and do raw RGB maths.
Re-evaluates the whole upstream chain at a given pixel size, then letterboxes it back.
Width, Height, Filter
Resolution does not resample its input. It re-runs everything upstream at the size you set, which is how you render a detailed sub-chain at high resolution and then place it.
Progressively reveals each traced part over time, for a draw-in effect.
Mode, Sequence, Duration, Progress
Fill Trace must be fed a Vectorizer or Load SVG lookup in a Reveal mode, not a raw image. The Vectorizer's output is data, not a picture — previewing it in Stroke or Reveal mode looks wrong on purpose. Only its Fill mode is a viewable mask.