Introduction
This reference describes Aqueduct’s built-in nodes. Each page includes the node’s parameters, ranges, default values, and an interactive example graph.
Generators
- Anisotropic Noise
Bands of offset grayscale segments with optional blending. - Black and White Spots
Layered spot populations with independent strengths, sizes and background. - Cell Distance
Distance from each point to the nearest Voronoi wall. - Cell ID
Stable random grayscale value for each Voronoi cell. - Cell Walls
Voronoi cells with evenly sized walls. - Clouds
Layered cloud deposits and dark ridges with adjustable broad structure. - Directional Noise
Noise with adjustable striation structure. - Directional Scratches
Adjustable scratches along a direction, with normal output for fine detail. - Ellipse
Elliptical mask with adjustable size and rotation. - Fractal Sum
Layered noise with several configurable fractal patterns. - Gaussian
Soft circular gradient with a smooth falloff. - Gaussian Spots
Randomly distributed Gaussian spots with loopable disorder motion. - Linear Gradient
Directional gradient with adjustable shape and repetition. - Perlin Noise
Smooth, filtered Perlin noise. - Pyramid
Faceted polygonal height field. - Radial Gradient
Radial gradient that fades outward from the center. - Rectangle
Rectangular mask with optional rotation and rounded corners. - Regular Polygon
Regular polygon mask with a configurable number of sides. - Simplex Noise
Smooth simplex noise without axis-aligned bias. - Tile Pattern
Tile, brick, parquet, hexagonal, and fish-scale patterns. - Uniform Color
Solid color or grayscale texture.
Filters
- Ambient Occlusion (GTAO)
Creates ambient occlusion from a height map. - Auto Levels
Expands input values to fill the full black-to-white range. - Bevel
Creates a beveled height transition around connected shapes. - Blur
Softens a texture with an adjustable Gaussian blur. - Curvature
Creates a signed curvature map from a normal map. - Curve
Remaps grayscale and color values with editable cubic Bezier curves. - Distance
Creates a distance fade from a mask or expands its colors outward. - Edge Detect
Creates a precise edge mask with adjustable width. - Flood Fill to Bounding Box Size
Measures the width, height, or area of each connected region. - Flood Fill to Gradient
Fills each connected region with a directional gradient. - Flood Fill to Position
Colors each connected region by its center position. - Flood Fill to Random Color
Assigns a stable random color to each connected region. - Flood Fill to Random Grayscale
Assigns a stable random grayscale value to each connected region. - Gradient Map
Colors grayscale input using a custom color gradient. - Gradient Map from Texture
Colors grayscale input using a gradient texture. - Histogram Scan
Creates a mask by adjusting a threshold and its contrast. - Histogram Select
Selects a mask around a chosen input brightness. - HSL
Adjusts hue, saturation, and lightness. - Invert
Inverts the red, green, and blue channels while preserving alpha. - Levels
Adjusts input, midtone, and output ranges. - Light
Creates a directional grayscale mask from a normal map. - Normal Blend
Blends two tangent-space normal maps with adjustable opacity. - Normal Vector Rotation
Rotates a normal map with a fixed angle or rotation map. - Pre-multiplied to Straight
Divides RGB by alpha; zero alpha gives white RGB. Preserves alpha. - RGBA Merge
Combines red, green, blue, and alpha inputs into one texture. - RGBA Split
Splits a texture into separate red, green, blue, and alpha outputs. - Slope Blur
Blurs a texture along directions supplied by a slope map. - Straight to Pre-multiplied
Multiplies RGB by alpha while preserving alpha. - Threshold
Creates a hard mask by comparing input brightness with a threshold.
Transforms
- Auto Crop
Fits or stretches detected content to the canvas. - Cartesian To Polar
Wraps a rectangular image around the center using angle and radius. - Directional Warp
Warps a texture in one direction using an intensity map. - Mirror
Reflects one side or corner of a texture to create symmetry. - Multi Directional Warp
Warps a texture in several directions at once. - Non-Uniform Directional Warp
Warps a texture using direction and intensity maps. - Polar to Cartesian
Unwraps a circular image into angle and radius coordinates. - Swirl
Twists a texture around an adjustable center. - Tile Seam Blend
Blends a texture with offset copies to smooth seams between tiles. - Tiling-safe Transform 2D
Transforms a texture while preserving seamless tiling. - Transform 2D
Offsets, scales, rotates, and filters a texture. - Trapezoid Transform
Stretches or narrows the top and bottom of a texture. - Vector Warp
Warps a texture using two-channel displacement vectors. - Warp
Distorts a texture using the slope of a grayscale input.
Utilities
- Blend
Combines two textures using a selectable blend mode and opacity. - Circular Scatter
Scatters input patterns around rings, arcs, and spirals. - Flood Fill
Identifies connected regions for use by Flood Fill filters. - Height Blend
Blends two height maps and outputs the height and foreground coverage mask. - Normal
Creates a normal map from a height map. - Scatter
Scatters input patterns organically or across a configurable grid.