Input

v2.2.0
Latest

The basic inputs for the BeeGraphy Editor.

20 nodes
4 groups
Published Nov 2, 2026
Core package

Overview

Input

The Input plugin provides the essential building blocks for feeding data into your BeeGraphy graphs. It gives you the nodes you need to control parameters, choose options, and bring in everything from numbers and text to curves, images, and 3D objects—all from the editor's Input section.

Const

  • Number Const – Outputs a fixed numerical value. Use it for values that never change, such as a specific dimension or a universal offset. Connect it anywhere a number port expects a constant.

Input

  • Range Input – An adjustable numeric value with a defined range. Designers can tweak it live in the editor’s parameter panel, making it ideal for sliders that drive geometry dimensions, counts, or other variable properties.
  • Text Input and Text Area Input – Single-line and multi-line text inputs. Use Text Input for short labels or names, and Text Area Input for longer passages such as inscriptions, descriptions, or notes displayed in the final model.
  • Select and Select with Thumbnail – Dropdown menus for choosing from predefined options. Select is the basic version; Select with Thumbnail adds visual previews, which helps when choosing between shapes, patterns, or configurations.
  • Boolean – A true/false toggle. Use it to switch a feature on or off: show or hide a part, flip between two design variants, or enable an optional cutout.
  • Color Picker – Returns a color value. Hook it into material or appearance nodes to let users customize finishes dynamically.
  • Curve Editor – Provides an editable NURBS curve. This is useful for defining paths, profiles, or custom contours directly in the graph’s UI.
  • Rich Text Editor – Returns styled text. Use it when output text needs formatting such as bold, italics, or alignment.
  • Font – Selects a font for text. Pair it with Text Input and text-creation nodes to style engraved or extruded lettering.
  • Image Input – Uploads an image file for processing. Use it to import references, heightmaps, or texture sources.
  • Object 3d – Imports a 3D object file for further manipulation. This is the node to use when you need to bring an existing mesh or CAD model into a parametric workflow.
  • Vector Graphics Input – Imports an SVG file. Connect it to geometry nodes to turn vector outlines into extruded or machined parts.
  • Material – Returns a texture-like material reference. Combine with material-application nodes to control surface appearance.
  • UV Mapping – Manages UV coordinates for texture mapping on a 3D object. Use it to control how image textures are wrapped in your model.
  • Texture – Returns a texture for use in a geometry material. Pair with Image Input to apply custom images to surfaces.
  • Graph Mapper – Returns a graph for mapping values. Use it to create non-linear relationships between inputs and outputs.

Math

  • Math Expression – Evaluates a mathematical formula and returns a constant number. You can reference other parameters in the expression. Use it to derive a value that is a function of other nodes without building a chain of arithmetic operations.

Example workflows

Interactive shelf size
Connect a Range Input for width to a Box node’s width port. Users can then drag the slider in the editor’s parameter panel to resize the shelf instantly. Add a second Range Input for depth and the shelf becomes fully adjustable.

Labeled product
Use a Text Input to define a product label and a Font node to choose the typeface. Feed both into an extrusion node, then position the resulting 3D text on your model. Switch the text source to Rich Text Editor if the label needs bold or aligned formatting.

Configurable feature toggle
Add a Boolean node and connect its output to a Switch node. Run two different geometry branches into the switch – one with a handle and one without. Designers can tick the boolean to choose which version appears.

Image-driven texture
Start with an Image Input node for a wood-grain photo. Connect it to a Texture node, then apply the texture to a material in your scene. Use a UV Mapping node on the geometry to control how the texture wraps.

Const

1

Input

17

Math

1

Sketch

1

Changelog

Versions

VersionPublishedNodesGroups

Oct 20, 2026

20

4

Latest

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20

4