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Manual 1.0 Manual 0.9.23
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MIDI To Texture

MIDI To Texture

Updated: 12 May 2025

Generates a texture based on a connected MIDI Keyboard.

image

Method #

This node generates a texture based on the output from a connected MIDI Device. Useful for visualising the inputs of a MIDI Keyboard, with standard attack/decay controls.

This node can be connected to any node which accepts an image input.

Parameters

These properties control the 3D transforms of the node. Transforms will generally be inherited by child nodes, although they can be ignored through the Inherit Transform Channels attributes.

ParameterDetails
Position X The objects position along the local x-axis.
Position Y The objects position along the local y-axis.
Position Z The objects position along the local z-axis.
Rotation Heading The objects rotation around the local y-axis.
Rotation Pitch The objects rotation around the local x-axis.
Rotation Bank The objects rotation around the local z-axis.
Scale X The objects scale along the local x-axis.
Scale Y The objects scale along the local y-axis.
Scale Z The objects scale along the local z-axis.

Control the inheritance of the transforms from the parent.

These properties control the core behaviours of the node.

ParameterDetails
Active Enables or disables the effect. Disabling the effect means it will no longer compute, so disabling a node when not in use can improve performance.
Preview In Viewport Preview the generated image as an overlay in the viewport.
  • Off : No preview is generated.
  • RGBA : Preview the image blended with alpha in the viewport.
  • RGB : Preview the colour channels in the viewport.
  • Alpha : Preview the alpha channel in the viewport.
  • PIP : Preview the image blended with alpha in the viewport, in a smaller picture in picture display, on top of the existing content.
Width The resolution of the generated image horizontally.
Height The resolution of the generated image vertically.
Update Time Mode How the generator updates with relation to the timecode.
  • Locked To Timecode : The generator animations are locked to the timecode and the same time will always yield the same result.
  • Running / Loopable : The generator animations are disconnected from the timecode and will run seamlessly at the end of the composition.
Device Select an input device to use.
Channel Select a channel from the device to listen to.
Attack Controls the initial time between the current values to the peak.
Decay Controls the time between the peak to the sustain level.
Min Value Acts as a minimum threshold for extracting a range of values from the waveform.
Max Value Acts as a maximum threshold for extracting a range of values from the waveform.
Max Clamp A maximum value which values will be clamped if they go above.
Spikiness Accentuates peaks in the waveform so they are sharper.
Scale How much the output values are scaled.
Offset Offset all values output by the texture.
Smoothness How much smoothing is applied between differing values.
Falloff Range Range in which the sounds data will be tracked.

These properties control how the generators are coloured and blended with other images.

ParameterDetails
Colour Change the colour of the generated image.
Blend Amount The amount the generated image blends with the project, depending on the compositing mode chosen.
Blend Mode Choose how the image blends with the scene. See Blend Modes for details.
  • Solid : The generator is solid, with a filled alpha channel. Blend amount is ignored.
  • Blend : The generator RGBA values have matching alpha channels.
  • Additive : Adds the generator colour values to the input colour values, brightening the final image.
  • Subtractive : Subtracts the generator colour values from the input colour values, darkening the final image.
  • Multiply : Multiplies the generator colour with the input colour. The resulting image is always darker.
  • Max : Compares the generator and the input colours, and outputs the lightest value for each channel.
  • Min : Compares the generator and the input colours, and outputs the darkest value for each channel.
  • Screen : Multiplies the inverse of the generator and input colours. The result is a lighter image, similar to projecting two images onto the same screen.
  • Light : Outputs the lighter of the two input colours for each pixel, brightening the overall image.
  • Pre-Mul Blend : The RGB values are solid white, and the generator colours are stored in the alpha channel alpha. Usually gives the best results for colour blending.

Inputs

NameDescriptionTypical Input
Colour RampSpecify a range of colours the generator can use through its gradient.Colour Ramp
Transform ModifiersApply the transforms of another node to this node.Null
Target NodeModifiy the rotations of the node to always direct the z axis towards the input.Null