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Version 2641

Released 8 Oct 2026alpha

What's new

This version reworks the texture operators. They now agree on how the size and pixel format of their output are chosen, how inputs of another size are placed, how a texture is read between its pixels and how a one-channel texture is shown.

Added

  • A Texture Info operator that reports the size, pixel format and number of channels of a texture.
  • A Size output on Load Texture with the size of the loaded image.
  • A Crop operator for textures that trims the edges, lays a frame of a chosen aspect ratio over the picture, or cuts out an exact rectangle.
  • A Flip operator for textures that mirrors the picture and turns it in quarter turns.
  • A Transform 2D parameter type and operator, for placing things in a plane. The operator builds the transform from a stack of operations, the way Transform 3D does.
  • An Apply Transform operation in Transform 2D and Transform 3D that applies a transform from another operator.
  • An editor for transform parameters, opened with their Edit Transform button.
  • Advanced parameters. Rarely needed settings are hidden until you press Show Advanced on the operator, or the A key with the operator selected.
  • A Filter choice, Linear or Nearest, on texture inputs, so pixel art and sharp masks can be scaled without blurring.
  • A Format choice on every texture operator for the pixel format of its output, including 16 and 32 bit floating point.

Changed

  • The size of a texture operator’s output follows one rule: an operator that works on one texture keeps the size of its input, one that combines several has a Size choice, and a generator has a Resolution. A project that gave an operator a Manual size needs a Resize after it.
  • A texture with one channel is shown as gray instead of red, everywhere.
  • An input of Cross Fader or Mixer, and the foreground of Blend, that has another size than the output is placed in the middle instead of stretched. A Scaling choice brings back Stretch.
  • Resize’s Fit Mode is called Scaling, and its two align choices are one Anchor.
  • Transform Texture has a Background input and an Anchor, and its transform is a Transform 2D in pixels that turns and scales the picture around its middle.
  • Displace and Lookup UV have a Tiling choice for what is read past the edges of the texture.
  • Channel Shuffle takes any number of inputs as a list. A project saved before loses its connections to Channel Shuffle’s inputs.
  • Sine Wave is now Wave, with Sine, Triangle, Square and Sawtooth waveforms and an Angle and Center to tilt and place the pattern. Phase is in waves, so a signal from 0 to 1 loops seamlessly.
  • Noise has a Frequency instead of a Scale, so it looks the same at every resolution, and its Phase loops from 0 to 1 like Wave’s.
  • Edge Detect draws its lines on opaque black instead of on a transparent background.
  • Window has a Scaling choice. None shows every pixel of the texture as one pixel of the display, for LED walls and pixel mapped outputs.
  • Transform 3D’s Scale has a Pivot, and Look At can aim along any direction.
  • Renames: the Texture operators Transform, Load Image and Save Image are Transform Texture, Load Texture and Save Texture, and the Mesh operator Transform is Transform Mesh. Save Texture’s Format is called File Format, and the output of the Math operators is called Result.
  • Scrubbing a number with the middle mouse button follows the speed of the mouse: fine when slow, quick when fast.
  • Opening a project that lost something, such as a parameter that no longer exists, says what was left out.

Removed

  • The Output Format, Texture Type and Texture Size parameters of the texture operators. Format, the Size choice and Resolution take their place.
  • The Input Transform parameter of Transform 3D. An Apply Transform operation does the same.
  • Input A Swizzle and Input B Swizzle of Blend. A Grayscale or Channel Shuffle in front of an input does the same.
  • The Alpha toggle of Wave.

Fixed

  • A broken project file no longer fails to open without a word, and a value with too few numbers for its parameter no longer crashes the editor.
  • A crash on closing a project with a subgraph whose Graph Inputs or Graph Outputs is connected.
  • A possible crash when a display is disconnected or the machine goes to sleep.