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.
Your first scene
Build something small end to end, expose one parameter, and send the link.
The ten node families
What each family is for, what it emits, and which families it wires into.
Workflows vs scenes
A workflow hands your team assets. A scene is the thing an end user opens.
Publishing and embedding
Turning a scene into a web page you can host, share or drop into a site.
The ten families.
Scene and containers
The objects, groups, cameras and lights a scene is assembled from — the structure everything else hangs on.
Geometry
Points, primitives and the operations that build, deform and scatter a shape.
Textures and images
Pixel work on the GPU — generate, composite, blur, colour-correct, feed the result anywhere an image is wanted.
Materials
How a surface responds to light, and which textures drive which part of it.
Signals and channels
Anything that changes over time — curves, audio, timers, noise — as channels you can wire into any parameter.
Data and tables
Text, tables and structured data. Markets, product lists, copy decks and live feeds all arrive here.
Input and interaction
What a person does — pointer, keyboard, touch, gizmos — turned into values the rest of the graph can read.
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 machines and logic
What the scene does next — modes, transitions and conditions, written down instead of scattered through callbacks.
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.
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.
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.
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.
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.