Workflows
Node graph
Visual routing — assets, playlists, meshes, and projectors as nodes. The wiring is the UI.
The node graph shows the whole show as a network. Every asset, playlist, mesh, and projector is a node; every routing relationship is a connection. Drag-connect an asset to a playlist to a projector, and the routing updates everywhere.
For shows with many assets routed in non-obvious ways, the node graph is the clearest way to understand what feeds what.
Opening the node graph
The Node Graph panel sits in the main UI layout. Open it from the panel switcher or via the keyboard shortcut. It opens to fit the current scene’s routing.
Node types
The graph contains four node types:
- Asset nodes — video files, image sequences, generators
- Playlist nodes — ordered sequences of cues
- Mesh nodes — the imported 3D scene model and any compositing intermediates
- Projector nodes — the output destinations
Each node renders with its name, type icon, and the lock indicator showing who (if anyone) is currently editing the underlying resource.
Connecting nodes
Drag from one node’s output port to another node’s input port. The connection is created and the routing is updated.
Connections only exist between compatible types. You can connect:
- Asset → Playlist (the asset becomes a cue in the playlist)
- Asset → Projector (direct route, no playlist)
- Playlist → Projector (the playlist drives the projector)
- Mesh → Projector (the mesh is the warp/mask substrate for that projector)
You can’t connect:
- Two projectors directly
- Two assets directly
- Anything backward (output → output, input → input)
The UI prevents incompatible connections — you’ll see the target port grayed out as you drag if the connection isn’t valid.
Disconnecting
Click a connection to select it, then press Delete or Backspace to remove it. Alternatively, drag the connection endpoint away from the target port to disconnect.
Right-click a connection for the context menu: delete, replace, or reroute through an intermediate node.
Lock indicators on nodes
Each node’s border color reflects its lock state. A node locked by an operator shows that operator’s color in the border. This means you can scan the whole graph and see who’s editing what without opening each individual panel.
If you try to drag-connect to a locked node, the connection still creates (locks affect editing, not routing changes — wiring is its own thing).
Right-click menu
Right-click any node for the context menu:
- Add — insert a new node (creates a new asset slot, playlist, or mesh)
- Duplicate — copy the node with all its parameters
- Detach — remove all connections from this node without deleting the node itself
- Delete — remove the node and its connections
- Rename — change the node’s display name
- Open in panel — jump to the editing surface for this node’s underlying resource
Layout
The node graph auto-layouts on first open per scene, then preserves your manual layout. You can drag nodes anywhere; the position persists.
For complex shows, group related nodes spatially — assets in one region, playlists in another, projectors in a row. The layout is a tool for legibility.
Scene-scoped vs project-scoped
The node graph view is scene-scoped — it shows the routing for the currently selected scene. Switching scenes switches the graph view.
Nodes that exist in multiple scenes (a projector entity, for example) maintain their identity across scenes — only the connections change.
Related
- Scenes — the routing context
- Scene composition workflow — building a scene