Node Anatomy¶
SPARCK Nodes are Max abstractions with a standardized UI and behavior. Regardless of their specific function (model, canvas, camera, shader, etc.), they share common features described on this page.
Node Examples¶
| TfmNode | Canvas | SceneCapture | ShaderRaymarcher |
|---|---|---|---|
![]() |
![]() |
![]() |
![]() |
Common Features¶
All SPARCK Nodes share these features:
- An enable button
- Editable properties
- Inlets for receiving data via patch cords
- Outlets for sending data via patch cords
- A title that can be changed (must be unique within the project)
- A menu providing access to additional functions
Enable Button¶
The enable button activates or deactivates the node. When disabled, the node:
- Is not rendered into its render group
- Does not process or modify textures (for shader nodes)
- Does not play video (for video nodes)
- Does not execute scripts (for script nodes)
Properties¶
All visible properties can be edited and are stored when you save the project.
Universal Properties¶
Every node has properties that can be viewed and edited directly in the node interface or in a floating properties window.
Additional Edit Windows¶
Some nodes provide additional windows for specific configuration tasks. These include:
Some nodes open their edit window automatically when they require that form of interaction.
Property Paths¶
Each property can be addressed via its property path. This is useful for:
- Controlling nodes through scripts
- Sending Max messages to nodes
- Remote control via OSC from external applications
Finding Property Paths¶
You can find property paths in two ways:
- Tooltips — hover over a property to see its path
- Introspection — use the Introspection tool in the CORE toolbar to query all nodes for their properties, paths, and current values
Example: Setting a Property¶
Assume you have a Grid node and want to change its local X position. The Introspection tool shows the absolute property path:

Once you've identified the property path, you can control it in two ways:
Option A: Via a patch cord to the node¶
Create a message with:
Connect this message to the leftmost inlet (properties inlet) of your Grid node.
Note
When sending a message directly to a node, omit the node/Grid prefix — you only need the property path relative to that node.
Option B: Via send toSparck (from anywhere)¶
Create a send object with its name set to toSparck.
Create a message with:
Connect it to the send object.
Note
When sending a message via send toSparck, include the full path with node/Grid to identify which node receives the message.

Inlets¶
Inlets allow patch-cord-based interaction with the rest of the Max environment.
- Leftmost inlet — typically the properties inlet for receiving control messages
- Other inlets — vary by node type (texture inputs, triggers, etc.)
Outlets¶
Outlets allow patch-cord-based interaction with the rest of the Max environment.
- Texture outlets — send textures to other SPARCK nodes
- Data outlets — send values, triggers, or status information to Max objects
Node Menu¶
Click the menu button on a node to access:
| Option | Description |
|---|---|
| Properties | Opens a floating properties window |
| Rename | Change the node's title |
| Help | Opens the node reference documentation |
| Collapse/Expand | Shows or hides all properties in the node |
| Fold/Unfold | Shows or hides less important properties |
Floating Properties Window¶
When you open properties via the menu, a floating window displays all the node's properties.

- The window disappears when you click outside it
- Pin the window to keep it visible
- once pinned, click [-] to minimize it to the right edge of the screen
- Click [+] to expand it alongside other floating property windows
- Click [x] to close the floating properties window



