Auragen docs
Auragen docs

Getting Started

OverviewInterfaceNode GraphParameters and Controls

Operators

Texture

Loading

Load ImageLoad VideoLoad SVG

Combining

BlendCompositePattern MixShape MaskShadow / GlowSwitch

Transforming

TransformTileFlipMirrorCropResolution

Colour

Color Correction SuiteLevelHSV AdjustInvertRecolorThresholdQuantizeLookupChannel ShuffleRamp

Surface

DisplaceNoise DisplaceNormal MapBump MapBlurFeedback

Vector

VectorizerFill Trace

Organising

Null
3D Preview
Texture

Texture

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.

Loading

OperatorWhat it doesKey parameters
Load ImageLoads a still image from a dropped file or an http(s) URL and fits it to the frame.Image, Image URL, Fit Mode, Scale
Load VideoPlays a video file or image sequence with in and out points.Video / Sequence, Speed, Loop Mode, In/Out Point
Load SVGParses an SVG into polylines and rasterizes them into a lookup texture.SVG, Output Mode, Sample Step

Combining

OperatorInputsWhat it doesKey parameters
BlendA, B, … (grows)Stacks every wired input bottom-up, each with its own blend mode and opacity. A is the base.Blend Mode, Opacity per port
CompositeBackground, Foreground, MaskCombines two images with one of 27 placement, arithmetic, and HSL operations, gated by the Mask.Operation
Composite → Mask MixBackground, Foreground, MaskThe 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.Operation
Pattern MixA, BUses a procedural pattern as the mask choosing between A and B.Pattern Type, Scale, Thickness
Shape MaskA, B, Mask ImageChooses between A and B using an SDF shape, or the wired mask's luminance.Shape, Radius, Edge Smooth
Shadow / GlowA, BThresholds one input into a silhouette, offsets and blurs it, and lays it under the other.Mask Source, Shadow Color, Offset X/Y, Blur
SwitchInput 0–3Passes through whichever input Index selects.Index
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.

Transforming

OperatorWhat it doesKey parameters
TransformTranslates, scales, and rotates about a pivot, with repeat, mirror, or clamp edges.Translate X/Y, Uniform Scale, Rotation, Mode
TileRepeats the image in an X × Y grid, optionally mirroring alternate tiles.Tiles X, Tiles Y, Mirror
FlipFlips on X and/or Y.Flip X, Flip Y
MirrorReflects one half onto the other across a movable seam.Axis, Offset
CropSelects a sub-rectangle and rescales it to the full frame.Left, Right, Bottom, Top
ResolutionRe-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.

Colour and levels

OperatorWhat it doesKey parameters
Color Correction SuiteA full grade — exposure, gamma, saturation, hue, temperature, curves, look LUT — applied to HDR values before tone mapping.Exposure, Gamma, Saturation, Curves
LevelBrightness, contrast, gamma, and a black/white clamp, with optional invert.Brightness, Contrast, Gamma, Clamp Low/High
HSV AdjustRotates hue, multiplies saturation and value.Hue, Saturation, Value
InvertInverts RGB.—
RecolorMaps luminance between two colours.Dark Color, Light Color
ThresholdOutputs a solid black-and-white mask by comparison or a band.Comparator, Threshold, Band Width, Soften
QuantizeSnaps values onto a step grid, and optionally snaps sample positions too.Quantize Value, Value Step, Position Step X/Y
LookupRemaps colours through a colour table taken from a .cube file, an ordinary PNG lookup image, or a wired texture.Mode, CUBE File, LUT Image, Strength
Channel ShuffleRewrites each output channel from any source channel, luminance, 0, or 1.Red, Green, Blue, Alpha
RampGenerates a multi-stop gradient, and emits an animated 0→1 value on the same port.Direction, Start/End, Anim Speed

Displacement and surface

OperatorInputsWhat it doesKey parameters
DisplaceInput, Displace MapOffsets sample positions by the map's luminance, RG, or normal vector.Amount, Method
Noise DisplaceInputOffsets sample positions by internally generated noise.Amount, Scale, Speed, Noise
Normal MapInputConverts a luminance heightfield into a tangent-space normal map.Depth, Light X, Light Y
Bump MapInputRuns the same derivation, then shades it with a light. The output is a lit relief image.Depth, Light X/Y, Specular
BlurInputSeparable gaussian, box, or directional blur.Radius, Type, Angle
FeedbackInputBlends the input with the previous frame's own output after decay and a transform.Previous Frame Feedback, Blend Mode, Scale
Bump Map does not output a bump map. It outputs a lit relief image. Use Normal Map when you want normals to feed a 3D material or another operator.

Vector

OperatorInputsWhat it doesKey parameters
VectorizerInputContour-traces a thresholded mask and rasterizes a lookup texture holding path index, arc distance, and tangent.Output Mode, Threshold, Smoothing
Fill TraceReveal LookupProgressively 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.

Organising

Null passes its input through unchanged. Use it as a tidy junction so several consumers read from one wire.

Related

Post Effects

The 44 Post FX operators.

Blend

The layer stack in detail.

Generators

What feeds these operators.

Custom GLSL

A generator node that runs your own fragment shader, with declared uniforms auto-exposed as animatable sliders.

Load Image

Brings a still image into a patch from a file you drop in or a web address.

On this page

LoadingCombiningTransformingColour and levelsDisplacement and surfaceVectorOrganisingRelated