User Manual · Editor · Public edition

QubeGraphix Manual.

How the QubeGraphix Editor works, from the interface to the exports, and every node it has today. The full node reference ships with the beta.

By Turi Cacciatore · info@qubegraphix.com

1. Introduction

QubeGraphix is a desktop application for creating procedural 2D graphics with a visual node editor. You build designs by connecting nodes in a graph instead of drawing them. Every shape, every animation, every variation comes from the way the nodes are wired together.

The drawing is flat, but it can be placed in 3D space: a shape can be tilted (Rotation X) and lifted towards or away from you (Offset Z), a matrix can turn its whole layout in 3D (Rotation 3D) and draw it in parallel projection (Isometric) or in perspective (Focal Length), and the Depth modifier fades cells by their depth. There are no 3D solids or models.

It targets motion designers, generative artists, brand and pattern designers, and anyone who wants to explore procedural design without writing code. The output is exportable to PNG, SVG (static or animated) and MP4.

What you can build

The mental model

Every QubeGraphix project is a graph of nodes that ends at a QubeGraphix View node. Data flows left to right:

Shapes flow into Matrix flow into QubeGraphix View
Figure 1. The standard pipeline: a shape (Poly) is wired into a matrix (Grid Matrix), the matrix into a QubeGraphix View.

2. Interface overview

QubeGraphix starts with a welcome screen. With a valid licence, click Enter; without one, the screen says what is wrong and offers Copy Hardware ID and Load License… (see chapter 22).

The editor then opens maximised: a thin top bar, and the node editor filling the rest of the window. The picture is not shown beside the node editor: each QubeGraphix View node opens it in a window of its own.

QubeGraphix Editor main window
Figure 2. Main window: the top bar with file actions, project tabs and Help, and the node editor below it.

Top bar

The node editor

The View window

RECOMMENDED Two monitors work best. Keep the editor on the main screen for composing the graph, and move the View window to the second screen for the live picture.

Panning, zooming, and selecting

ON A MAC On a trackpad, move two fingers to pan in any direction and pinch to zoom; Cmd + two fingers also zooms. This works in the node editor and in the View window. Option (⌥) + drag pans too. A mouse wheel zooms, as on Windows. Use Cmd wherever this manual says Ctrl: Cmd+click adds a node to the selection. Where it says right-click, use Ctrl+click or a two-finger click.

3. Start with the examples

The quickest way into QubeGraphix is a finished scene. The examples page collects scenes made for this, from a grid moved by noise to a clock that tells the time, each with a picture of what it builds:

qubegraphix.com/examples

In the beta, open one in the editor, change its values, unplug a wire and watch what happens. The chapters that follow describe the nodes you meet there.

4. Scenes written by Claude

Instead of starting from an example, you can describe the scene and let an AI build it. create-qx is a skill for Claude, Anthropic's AI assistant: once it is added to Claude, you ask for "a 6×6 grid of dots that pulse" or "a speedometer reading 0 to 120" and Claude writes the .qx file. Open it in QubeGraphix like any other scene: every node can be edited, and the comment frames on the canvas explain how the graph is built and what to change. Write in your own language; the notes follow it.

The skill is the file create-qx.zip. In the beta it comes with the beta kit, in the 5 AI skill folder. Each new kit can carry a newer one: replace the old one the same way you added it.

In the Claude app or on claude.ai. The simplest way.

  1. In Settings, under Capabilities, turn on Code execution and file creation (in newer versions Create and edit files). The skill needs it.
  2. Open Customize → Skills, click +, then Create skill → Upload a skill, and pick create-qx.zip as it is, without unzipping it.
  3. Check that create-qx is switched on in the list, then ask for a scene in a new chat. Claude gives you the .qx to download.

There Claude works in a space of its own and cannot see your QubeGraphix: open the file yourself and tell Claude what looks wrong. A screenshot helps. Menu names can differ slightly between versions of the Claude app.

In Claude Code. Claude Code runs on your computer, so Claude can open QubeGraphix without a window, render the scene to an image and look at it before handing it over.

  1. Unzip create-qx.zip: you get a folder called create-qx.
  2. Put it in the skills folder of your user account, creating skills if it is not there: C:\Users\<you>\.claude\skills\create-qx on Windows, ~/.claude/skills/create-qx on a Mac. .claude is a hidden folder.
  3. In Claude Code, type /create-qx followed by what you want, or simply ask for a QubeGraphix scene.

The skill checks every file it writes with a small Python script; if Claude Code says Python is missing, install Python 3. A skill added in the Claude app is not seen by Claude Code, and the other way round: they are two separate installs.

TIP Ask for one part at a time and build on it: "now add a second ring of ticks", "make the needle follow the mouse". A scene Claude wrote is a normal project: save it, change it by hand, and give it back to Claude.

5. Node editor basics

Adding nodes

Connectors

Every node has inputs on the left side and outputs on the right side. Connectors are typed and colour-coded:

ColourTypeWhat it carries
Flow / Matrix (orange)Shapes into matrices, matrices into Groups and QubeGraphix Views
Float / Int (cyan)Numeric values: size, rotation, distance, counts
Vector2 (yellow)XY pairs: positions, sizes, offsets
Color (blue)Colours and gradients
Bool (pink)True / false toggles
Modifier (purple)Spatial modulation sources (per-cell fields)
String / Image (violet)Text, paths, image references: share the same connector colour
Font (soft pink)Typography reference passed to Text shapes

The outputs of a QubeGraphix View, and the wires leaving them, are red. A wire that carries a per-cell field is drawn dashed.

The editor refuses an incompatible connection: the wire does not connect when you drop it. A Modifier output connects only to a Modifier input (for example the Lerp's), and most inputs take a single wire.

Direct value editing

When an input has no incoming connection it shows an editable field. Type the number directly, or drag left or right on the row to scrub. Vector2 inputs show X and Y side by side.

Clicking a field, or reaching it with Tab, selects its whole value, so what you type replaces it; click again to place the cursor. Enter confirms the value and leaves the field selected, so Tab moves straight on to the next field: several values can be set from the keyboard alone. Tab stays inside the node, going through its value fields from top to bottom and back to the first; Shift+Tab goes the other way.

Moving, duplicating, deleting

Collapsing nodes

Click the small chevron under a node's title to collapse it down to its header. Useful for keeping a large graph readable. Collapsed nodes still work; only their UI is hidden.

The same QubeGraphix View node open, showing its settings, and collapsed to its header
Figure 3. The same node open, with its settings (here the View's size and background), and collapsed to its header.

6. The QubeGraphix View node

Every scene ends in a QubeGraphix View: it is where the picture comes out.

QubeGraphix View node
Where a scene comes out: its size, its background, its window.

7. Matrix nodes

Matrices repeat shapes across a 2D space, in rows and columns or around a centre, and nest inside each other to build compound shapes.

Grid Matrix node
Repeats a shape in rows and columns.
Radial Matrix node
Repeats a shape around a centre, on a circle or an arc.

Every node above is documented in the full manual, with its inputs, outputs and defaults. It ships with the beta. Request access

8. Shape nodes

Shapes describe what to draw at each matrix cell, from a single stroke to a line of text.

Rect node
A rectangle, with rounded corners, a border or an image inside.
Line node
A straight line at every cell.
Mesh node
A wireframe that joins the cells of a matrix.
Poly node
A regular polygon, from a triangle to a circle.
Text node
Text at every cell, in the font you choose.
Arc node
A circular arc at every cell.
Curve node
A curve you draw on the node, repeated at every cell.

Every node above is documented in the full manual, with its inputs, outputs and defaults. It ships with the beta. Request access

9. Modifier nodes

Modifiers produce a value per cell instead of a single global value: a field that varies across the matrix.

Distance node
Changes each cell by how far it is from a point.
Noise node
Organic variation that moves across the cells.
Image node
Reads a picture and turns its light and dark into values.
Linear node
A gradient across the matrix, in any direction.
Radial node
A sweep around a centre, like the hand of a dial.
Depth node
How far each cell sits into the 3D scene, to fade or shrink with distance.
History node
Spreads a value's recent past across the cells, like a scrolling trace.

Every node above is documented in the full manual, with its inputs, outputs and defaults. It ships with the beta. Request access

10. Value nodes

Value nodes produce what the rest of the graph reads: numbers, colours, ranges, curves, timing.

Number node
A number you type or drag.
Color node
A colour, with a live swatch and gradients.
Color Mask node
Recolours the cells you pick by hand.
Lerp node
Maps a 0 to 1 value onto the range you need.
Pad node
A 2D position you move with an XY pad.
Math node
One arithmetic operation between two values.
Formula node
Arithmetic typed as text.
Split node
Takes a 2D value apart into X and Y.
Join node
Builds a 2D value from X and Y.
Ease node
Bends a value along an easing curve.
Time node
A clock that drives anything that moves.
Font node
A font for Text shapes.
Image node
One or more pictures, for a Rect or the View's background.

Every node above is documented in the full manual, with its inputs, outputs and defaults. It ships with the beta. Request access

11. Containers and groups

Containers wrap part of a graph, to move it as one piece or to package it as a Component you reuse anywhere. Cell Mask chooses which cells of a matrix draw.

Component node
A piece of graph packaged as one reusable node.
Component In node
An input of a Component, seen from inside.
Component Out node
An output of a Component, seen from inside.
Group node
Moves, turns and scales several matrices as one.
Cell Mask node
Chooses which cells a shape draws on.

Every node above is documented in the full manual, with its inputs, outputs and defaults. It ships with the beta. Request access

12. Input and output nodes

Input nodes bring data into the graph from outside. Output nodes send values out to other programs.

Mouse node
The pointer over the scene's window.
Keyboard node
Keys pressed on the keyboard.
OSC Receiver node
Values arriving over the network as OSC.
MIDI CC In node
A knob or fader on a MIDI controller.
MIDI Note In node
Keys and pads on a MIDI controller.
Audio In node
Listens to a microphone or to what the computer plays: loudness, bass to treble, beats.
QxRemote node
Turns a phone into a controller, with no app to install.
CSV Player node
Plays a CSV file back as live signals.
Date/Time node
The computer's date and time.

Output nodes

OSC Sender node
Sends values out over the network as OSC.
CSV Recorder node
Records signals to a CSV file, frame by frame.

Every node above is documented in the full manual, with its inputs, outputs and defaults. It ships with the beta. Request access

13. Logic, debug & motion nodes

Nodes that hold state, make decisions and name things: what interactive scenes, data-driven layouts and small games are made of.

Logic helpers

Variable node
Keeps a value from one frame to the next.
Accumulator node
Adds up how far a value moves.
Compare node
Compares two numbers.
String Equal node
Checks whether two words match.
Label node
Turns a number into a word.
Gate node
Chooses between two values with a switch.
Boolean node
Combines on/off signals.
Selector node
Turns a number into one switch out of many.

Debug

Debug node
A small log on the node, to see what flows through.

Motion and collision

Collision node
Tells when a point touches the cells of a matrix.
Velocity node
Moves a point at a steady speed; with Collision, it bounces.

Every node above is documented in the full manual, with its inputs, outputs and defaults. It ships with the beta. Request access

14. Exporting

Export node
Writes the picture out as PNG, SVG, animated SVG or MP4.

Add an Export node (QubeGraphix → Export) and wire the Export output of a QubeGraphix View into its QubeGraphix View input. Below the inputs is a row of format tabs, PNG, SVG and MP4: pick one, set its options, and click the button at the bottom (Export PNG, Export SVG, Export MP4). A save dialog asks where to write the file, suggesting the name of the scene.

The second input, Shape/Matrix, takes a shape, a matrix, a Group or a Component's matrix output instead of a whole View. Each one is exported on its own, cropped to what it draws plus a 10 px margin, on a transparent background: useful for sprites and pattern tiles. PNG and SVG use this input; MP4 exports only what is wired into QubeGraphix View.

Both inputs take several wires. Every wire becomes its own file, named after the one you chose with _0, _1… added. With a single wire, the file keeps exactly the name you chose.

PNG

MP4

There is no transparent background in the MP4 file itself: the video is encoded as H.264, the codec web browsers play, which has no alpha channel, so the View's background is always in the picture. A frame larger than 4096 × 2304 pixels is beyond the H.264 encoder: the file is then written as MPEG-4 Part 2, which desktop players open but browsers do not, and the editor says so. For an animation over a transparent background, use PNG Sequence. A progress window shows the frame being rendered; Cancel stops the export and removes the unfinished file or frames.

NOTE MP4 export runs on its own clock: every Time node, including the ones inside Components, advances by exactly 1/fps per encoded frame, and Date/Time counts from the moment the export started. The video is the same however fast your computer renders each frame.

SVG

SVG has no Resolution setting: it is vector, and scales without loss.

15. Keyboard and mouse reference

Keyboard

ShortcutAction
Ctrl+ZUndo
Ctrl+Y / Ctrl+Shift+ZRedo
Ctrl+CCopy the selection
Ctrl+VPaste at the mouse pointer
Ctrl+DDuplicate the selected nodes
Delete / BackspaceDelete the selected nodes, wires and comment frames
F1Open this manual at the selected node, or at the node under the mouse pointer

New, Save and Load are buttons at the left of the top bar; they have no keyboard shortcut.

View

ActionResult
Mouse wheelZoom toward the pointer
Middle-button dragPan the node editor
Alt + left-dragPan the node editor (for laptops)
Shift+1Fit every node and comment frame on screen
Shift+2Zoom to the selected nodes or comment frame
Ctrl+0 / Ctrl+1 / Ctrl+2In the View window: fit the canvas, 100%, 200%

On a Mac

Where this manual saysOn a Mac
Ctrl (shortcuts, adding to a selection)Cmd (⌘)
Right-clickCtrl+click, or a two-finger click on the trackpad
Alt + left-drag, middle-button dragTwo fingers on the trackpad, or Option (⌥) + drag
Mouse wheel (zoom)Pinch on the trackpad, or Cmd + two fingers; a mouse wheel zooms as on Windows

Nodes and wires

ActionResult
Click a nodeSelect it
Ctrl+click a node or a wireAdd it to the selection, or take it out
Drag a node's headerMove the node (and the rest of the selection)
Left-drag on empty graphRubber-band selection (Ctrl keeps the current selection)
Drag from a connector dot to anotherCreate a connection, from either end
Drop a wire on empty graphMenu of the nodes that fit; the one you pick arrives connected
Drop an unconnected node next to a connectorThe node is inserted between that connector and its wires
Click a wire, then DeleteDisconnect
Double-click a wireInsert a Reroute point
Double-click a RerouteSwitch its wire between curved and straight
Left-drag on a numberScrub the value
Click a value field, or Tab into itSelect the whole value; typing replaces it
Enter in a value fieldConfirm the value; the field stays selected
Tab / Shift+Tab in a value fieldNext / previous value field of the same node, wrapping round
Double-click a node's titleRename the node (Enter confirms)
Double-click a tabRename the tab (and its file, once saved)
Right-click a nodeThe node's menu: Copy, Duplicate, Delete, Create Component…, Align, and Manual
Right-click empty graphAdd Node menu, with Copy, Paste, Create Component…, Add Comment Frame and Align

16. Files, projects and saves

The .qx format

QubeGraphix saves every project as a single .qx file. It contains:

A file saved by a newer version of QubeGraphix than yours is refused, with a message saying so. A file that uses nodes your version does not have opens without them, and a message lists what was left out: saving that file removes those nodes for good.

The installer associates .qx files with QubeGraphix Beta when no other program owns them, so a double-click opens the project.

TIP .qx files work well under version control: keep your projects in git, or any versioning system, to track and compare changes.

Saving

Each project opens in its own tab; New opens an empty one. Save always shows the save dialog, already on the project's name and folder, so the same button saves and saves under a new name. There is no auto-save: closing a tab or the window with unsaved changes asks before discarding them.

Preview thumbnails

Every save also writes a small preview PNG next to the project (myproject.qx.preview.png). A Component linked to that file shows it as its preview.

Linked and embedded Components

A linked Component points at another .qx on disk, stored relative to the project when possible. When that file is saved, every Component linked to it reloads by itself. Moving or renaming the file breaks the link: repoint it with the Component's Pick file... button. Embed copies the sub-graph into the project, which then no longer depends on the file; Extract to file… does the opposite.

Backup and version control

.qx files are safe to commit to git. The preview PNGs can be regenerated by saving again; to leave them out, add *.qx.preview.png to your .gitignore.

17. Troubleshooting

The welcome screen asks for a license

There is no valid QubeGraphix.license for this computer. The centre of the welcome screen says which problem it is and what to do; chapter 21 walks through each case.

The QubeGraphix View shows nothing

A connection refuses to snap

QubeGraphix refuses a connection that cannot work. The usual reasons:

MP4 export produces a frozen image

The export moves only what follows its own clock: Time nodes and what they drive, and Date/Time. Live inputs such as Mouse, OSC Receiver or MIDI In are not replayed. To put a performance in a video, record it with a CSV Recorder, then play it back with a CSV Player whose Position is driven by a Time node: the export then renders the take frame by frame.

Export creates multiple files

Every wire into the Export node is exported to its own file, with _0, _1… added to the name. Disconnect what you don't want to export, or use the suffix as part of your naming scheme.

Slow rendering

Patches with hundreds of cells and several modifiers can become expensive. Tips:

18. Useful information

Important paths

File / folderWindowsmacOS
Program C:\Program Files\QubeGraphix Beta\QubeGraphix.exe /Applications/QubeGraphix Beta.app
EULA C:\Program Files\QubeGraphix Beta\EULA.rtf Shown at the first start
This manual C:\Program Files\QubeGraphix Beta\Manual\ Inside the app: Help → Manual
License (installed by Load License) %LOCALAPPDATA%\QubeGraphix\QubeGraphix.license ~/Library/Application Support/QubeGraphix/QubeGraphix.license
User settings %LOCALAPPDATA%\QubeGraphix\settings.json ~/Library/Application Support/QubeGraphix/settings.json
Crash log (only after a crash) %LOCALAPPDATA%\QubeGraphix\crash.log ~/Library/Application Support/QubeGraphix/crash.log

On a Mac, press Cmd where this manual says Ctrl, and Ctrl+click works as a right click.

Project files

ExtensionContents
.qxQubeGraphix project
.qx.preview.pngThumbnail written next to the project at every save

Uninstall

Windows. Use Uninstall QubeGraphix Beta in the Start menu, or find QubeGraphix Beta in Windows' installed apps and choose Uninstall. This removes the program, the manual, the EULA copy, the two firewall rules and the .qx association. The folder %LOCALAPPDATA%\QubeGraphix\ (license, settings, crash log) is not removed, so a reinstall finds your license and preferences where they were.

macOS. Drag QubeGraphix Beta from Applications to the Trash. The folder ~/Library/Application Support/QubeGraphix/ stays, for the same reason.

Support

For issues not covered by chapter 17, contact info@qubegraphix.com. Attach the crash log, if there is one (the paths are in the table above; on a Mac, Console.app also keeps a report under Crash Reports) and, when possible, the offending .qx file.

Getting the beta

Everything above is the product. What follows is the practical part: how the closed beta works, what your machine needs, how to install it, and how to activate your licence. If you are not in the beta yet, the end of this page tells you how to ask.

19. The closed beta

You are reading the beta edition of the QubeGraphix manual. It documents this build and nothing else: every node described here is a node you have, and every node you have is described here. Read it as the complete picture of the application in front of you.

This chapter is the short version: what the beta is for, what I already know is rough, and how to tell me what you find. Everything before it is the product.

19.1 What the beta is for

The beta is for trying QubeGraphix and telling me what works, what does not, and what is missing. Use it on real work: that is where the most useful feedback comes from. What you make with it is yours.

The terms are those of the licence agreement you accepted when you installed it; on Windows a copy is in the install folder as EULA.rtf.

19.2 Known gaps in this build

Rough edges I already know about, so you do not spend time reporting them:

19.3 Reporting a bug

Use Help → Send Feedback… in the editor, or write to info@qubegraphix.com. If Send Feedback cannot send, click Copy text and paste it into an email.

The beta sends nothing on its own: no statistics, no checks for news. Send Feedback has a box, Attach a usage summary, off unless you tick it. Ticked, it shows below exactly what goes with your message: how long this session has lasted, which nodes you created or loaded, which formats you exported, and the first line of the last crash, if there was one (with your user folder hidden). No file or scene names, no hardware ID.

What makes a report immediately actionable:

1 What you did, what you expected, what happened instead. In that order, one line each.
2 The .qx file that reproduces it. A scene cut down to the three nodes that still show the problem is worth ten full projects.
3 The crash log if there is one (paths in chapter 18), and a screenshot or a short screen recording if it is a visual defect.
4 Which beta drop you are on: Help → About QubeGraphix shows the version and the build date. It is also in the name of the installer you ran (QubeGraphix-Beta-Setup-1.x.y.exe on Windows, QubeGraphix-Beta-1.x.y-mac.dmg on a Mac).
TIP Opinions are as welcome as defects. "This is confusing", "I expected this to be one click", "I looked for it in the wrong menu". That is the feedback a manual cannot give me.

20. System requirements

Component Requirement
Operating system Windows 10 or Windows 11, 64-bit; or macOS 12 or later.
Architecture Windows: x64 compatible. Mac: Apple Silicon or Intel, the same app for both.
Privileges Windows: administrator rights to install (the installer adds firewall rules). Mac: none beyond your own password the first time the app opens. Loading a license needs no special rights on either.
Disk space About 200 MB
License A QubeGraphix.license file issued for the Hardware ID of this machine.

21. Installation

21.1 Windows

The installer is called QubeGraphix-Beta-Setup-1.x.y.exe, where 1.x.y is the version of the build you received.

1. Double-click the installer. When Windows asks for permission to make changes, click Yes: the installer adds two firewall rules so the OSC Receiver can hear the network (see below).
2. Read and accept the EULA.
3. Confirm the install folder (default: C:\Program Files\QubeGraphix Beta).
4. Optionally tick Create a desktop shortcut, then click Install.
5. Click Finish with Launch QubeGraphix Beta ticked (or start it later from the Start menu). The first time, it asks for a license: chapter 22.

What the installer does

21.2 macOS

The disk image is called QubeGraphix-Beta-1.x.y-mac.dmg. One app runs on Apple Silicon and Intel Macs, macOS 12 or later.

1. Open the disk image and drag QubeGraphix Beta into the Applications folder.
2. The first time, macOS asks you to confirm the app, because this beta is not yet signed with an Apple certificate. On macOS 15 Sequoia or later: double-click the app and click Done when macOS says it cannot verify it; then open System Settings → Privacy & Security, scroll to the bottom, click Open Anyway next to QubeGraphix Beta and confirm with your Mac's password.
3. On macOS 14 Sonoma or earlier: Ctrl+click the app in Applications, choose Open, then Open again. This is needed only once; after that the app opens normally, from the Dock too.
4. Read and accept the EULA. The app then asks for a license: chapter 22.

.qx files take the QubeGraphix icon, and a double-click opens them. When a scene first listens to the network (QxRemote on a phone, the OSC Receiver), macOS may ask to allow incoming connections or access to the local network: allow it.

22. License activation

QubeGraphix needs a license file, QubeGraphix.license, made for your computer. Everything happens on the welcome screen that opens when QubeGraphix starts.

22.1 The first start

Without a license, the centre of the welcome screen says what is missing and what to do, and the main button reads Load License… instead of Enter.

1. Click Copy Hardware ID. It copies a short block of text: your computer's hardware ID, its name, and a description of its hardware.
2. Paste it into an email to info@qubegraphix.com.
3. You receive a file called QubeGraphix.license. Save it anywhere, for example in Downloads.
4. Start QubeGraphix, click Load License… and pick the file. QubeGraphix checks it and puts it in the right place by itself (chapter 18); no administrator rights are needed. The welcome screen confirms it, and Enter opens the editor.

22.2 Renewing or replacing a license

When a license expires, or you receive a new one, load it from the editor with Help → Load License…. The new license applies the next time QubeGraphix starts; a file that is refused leaves your current license as it was.

22.3 When the welcome screen reports a problem

It names the problem and the way out. The cases you may meet:

WARNING The license is bound to the hardware ID. If you move to another computer, or replace its main components, you need a new license.

Not in the beta yet?

You have just read the whole manual, so you already know what the tool does and where it is rough. That is the honest version, and it is the version I would want before asking anyone for anything.

The beta is closed and I read every application myself. Tell me what you would build rather than what you do.

Request access See the examples first