Resources/Documentation

Documentation.

How the engine works, what each node family does, and how to get a scene out into the world.

Being written alongside early access.

nooodles is early, and so are these pages. We're writing the documentation as the product settles rather than shipping a manual for something that changed last week.

Right now the fastest way to learn is to open a Recipe and take it apart. A Recipe is a saved, re-runnable piece of a graph — open one, follow the wires, change a parameter and watch what moves. Recipes ship with the beta.

The four things worth reading first.

These are being written now. The links go live as each one lands.

The ten families.

COMP · scene and containers SOP · geometry TOP · textures and images MAT · materials CHOP · signals and channels DAT · data and tables IOP · input and interaction MLOP · AI inference STATE · state machines and logic WEB · the DOM document
COMP

Scene and containers

The objects, groups, cameras and lights a scene is assembled from — the structure everything else hangs on.

SOP

Geometry

Points, primitives and the operations that build, deform and scatter a shape.

TOP

Textures and images

Pixel work on the GPU — generate, composite, blur, colour-correct, feed the result anywhere an image is wanted.

MAT

Materials

How a surface responds to light, and which textures drive which part of it.

CHOP

Signals and channels

Anything that changes over time — curves, audio, timers, noise — as channels you can wire into any parameter.

DAT

Data and tables

Text, tables and structured data. Markets, product lists, copy decks and live feeds all arrive here.

IOP

Input and interaction

What a person does — pointer, keyboard, touch, gizmos — turned into values the rest of the graph can read.

MLOP

AI inference

Generation as a node, wired to the thing it feeds, rather than a prompt box off to one side. Hosted on free and Individual plans; Studio and Enterprise can run open models on hardware you control.

STATE

State machines and logic

What the scene does next — modes, transitions and conditions, written down instead of scattered through callbacks.

WEB

The DOM document

Real HTML and CSS built from the graph, so the page is part of the scene rather than a wrapper someone else writes around it.

A family is a colour-coded group of nodes with one job. Every node in TOP works on images; every node in SOP works on geometry. Once you know which family owns a job, finding the node is a short search rather than a hunt through one flat list.

Wires between nodes are strictly typed. A connection that doesn't make sense is refused at the point you try to make it, rather than silently coerced into something that half works — so a graph that connects is a graph whose data actually fits.

Four ideas the rest of the docs assume.

01

The cook

The graph recomputes every frame, but only the parts whose inputs actually changed. So a heavy geometry branch sitting still costs nothing while the one parameter you're dragging updates live.

02

Parameters and expressions

Every parameter takes a value or an expression. An expression can read another node's parameters, a channel or a table cell — which is how one control ends up driving twenty things without a copy of the value in each of them.

03

The author/operator hand-off

The person who builds the graph decides which controls are exposed and locks the rest. Everyone else gets that surface — a form, not a graph — and can't take the work off-brand because those options were never handed over.

04

Export

A scene compiles to a real web page: semantic HTML, and a runtime carrying only the families the scene actually used. A pure-document project ships no 3D payload at all.

Then it probably isn't written yet.

That's a fair thing to tell us about. If the docs don't cover what you're doing, ask — the answer usually becomes a page. Get help from a human →

Most of this makes sense with a graph open.

Free to start, nothing to install. Open a Recipe, take it apart, and read the pages you need as you hit them.

Working with a team?

Tell us where to reach you and we'll set up a walkthrough.

No spam. A real reply from a human.