Main criterion
A good graph clearly expresses the task
A specialized node helps when its controls directly describe the required operation: fragment order, pixel sorting, loop length or value distribution across copies. A core-node graph is useful when you need precise control of its components and familiar editing of each branch.
Node count describes the graph's structure, but does not determine speed, quality or ease of handoff by itself. One complex tool can require substantial processing, while several simple nodes can provide more precise control.
- For ordinary layer movement, use Transform: position, size and pivot remain explicit.
- For a repeated specialized task, evaluate Krokodove: a map, Range or seed points can replace substantial manual setup.
- When every element needs individual art direction, retain separate branches or objects instead of an overly complicated shared formula.
Task comparisons
Where specialized controls make a practical difference
Compare how a result can be changed, as well as the appearance of one frame. Two graphs may look similar while preserving different control over time, channels and individual elements.
| Krokodove tool | Core alternative | Selection criterion |
|---|---|---|
| Mapped Duplicate 3D | Duplicate3D | A map distributes copy differences through space and time. Uniform repetition without a map needs a simpler setup |
| Channel Shifter | ChannelBooleans with separate per-channel Transform / Blur | Convenient independent channel offset, blur and scale. Keep explicit ChannelBooleans processing for complex channel arithmetic |
| Seamless Loop | TimeSpeed / TimeStretcher and a manual start/end overlap | A dedicated loop-closing task. Use time tools for general retiming, freezes and arbitrary speed changes |
| Pattern | Background, Shape tools and repetition | Direct tessellation with shared structure. Separate shapes suit irregular compositions and individually designed elements |
| Fragments | Masks, copies and Transform | Range controls the appearance of many pieces. Unique fragment trajectories require separately controllable elements |
| Rasterize | A pattern with image-luminance control | Direct image-driven stamps, including an external RGBA stamp. A separate Shape system is useful when the vector construction must remain editable before rasterization |
| Relative Transform | Transform or Displace, according to the task | A relative transformation based on content. Transform preserves a specified pivot; Displace expresses pixel offsets through a map. None of these substitutions performs tracking on its own |
| Beat | Keyframes or expressions | A defined BPM / Frames per Beat rhythm with ADSR. Use keys for irregular accents and an appropriate separate tool for audio analysis |
| Write | Text+ Write On | A cursor and persistent prefix for typed text. Write On is sufficient for a straightforward character reveal |
A critical distinction
Extrude and Extrude3D produce different data types
Krokodove Extrude creates the appearance of an extended side within a 2D image. Extrude3D builds actual geometry from Fusion Shape data. Choose according to whether you need a finished graphic treatment or an object that participates in a scene with a camera, lights and other objects.
| Property | Krokodove Extrude | Extrude3D |
|---|---|---|
| Source | 2D RGBA: Text+, a logo with alpha, a prepared layer | Shape data: sText, sPolygon, sRectangle and compatible Shape tools |
| Output | 2D RGBA with an illusion of depth | A 3D scene containing the extrusion |
| Next stage | Regular Merge and 2D effects | Merge3D and Renderer3D, followed by 2D compositing |
| Light and camera | The side's appearance is controlled within the image effect | The object uses supported materials, scene lighting and the selected 3D camera |
| Suitable task | A stylized title or logo with graphic depth | A rotating volume, camera perspective, 3D bevel and scene interaction |
The 2D route
Text+ → Extrude → Merge.Foreground; background → Merge.Background. Check the source Alpha and extrusion length before adjusting internal color and lighting. An ordinary Transform after the effect moves the rendered image.
The 3D route
sText → Extrude3D.ShapeInput. Connect a material separately to the appropriate material input. Geometry, Camera3D and lights enter Merge3D on separate branches; Renderer3D then supplies an image for regular Merge and MediaOut.
The parameter level
A modifier defines how a control changes
An image node receives and produces an image. A modifier computes a parameter value or text. Beat can pulse a numeric control and Write can supply text-field content; the corresponding node then produces the image.
Beat defines a rhythm using a known tempo and an ADSR envelope. It does not extract beats from an audio track. If the task begins with audio analysis, first use a tool that provides that capability; the selected data can then drive animation.
A known regular rhythm
Beat reduces the manual setup of a repeating pulse. Check BPM or Frames per Beat, the timing origin, value range and Attack/Decay/Sustain/Release shape.
Irregular accents and art direction
Keyframes retain direct control over each event. An expression is useful when several parameters must follow a specific relationship that can be described clearly.
File-based text and typing
From File adds an external text dependency, Write adds a cursor and persistent prefix, and Juggle rearranges characters. Standard Write On is sufficient for a basic text reveal.
Tool identity
Check the family, version and purpose
Matching or similar display names occur in different collections. When replacing a node, check its group, inputs, output and actual controls. This is particularly important for projects that previously used external Krokodove.
The integrated version 21 tools and the 21.1 additions also have different availability requirements. Specify the full version when handing off, and check the tools actually used on the recipient's machine. Do not assume automatic renaming or full compatibility of older binary nodes.
| Similar name | What to establish |
|---|---|
| Duplicate | Krokodove Duplicate and core Duplicate have different origins and controls; Duplicate3D works with 3D data |
| Deflicker | The Krokodove Image Pixel Tools entry and the similarly named Resolve FX should not automatically be treated as the same node |
| Rasterize / sRender | The former stylizes an image with stamps; the latter converts Shape data to an image |
| Seamless / Seamless Loop | The former processes texture edges; the latter works with a temporal loop |
| Shapes / sPrimitive Create | Check the system and version: similar geometry may be generated as an image or as Shape data |
Processing cost
Measure your own frames and range
A speed advantage needs a comparison. Use matching resolution, quality, frames and cache conditions. Evaluate the first calculation, repeat playback and peak memory separately: these measurements answer different questions.
| Cost factor | What to inspect | A useful action |
|---|---|---|
| Dense grids and Super-Sampling | Rasterize or Pattern edges, moiré in motion and the resized result | Choose sufficient detail size first; increase quality when it visibly helps |
| 3D copy count | Render time, memory, geometry complexity, lighting and shadows | Begin with a small array and increase the count after checking the map |
| Sampling other frames | Available source range, loop behavior and temporal effects | Check multiple frames and the temporal join; account for requesting additional source states |
| Resolution changes | Detail scale, filtering, map response and alpha | Compare at delivery resolution, not only in a reduced Viewer |
| Effect masking | Which part of an already processed result becomes visible | Do not promise a speedup solely from reducing the visible area with a standard Effect Mask |
| Image bounds | Clipped rays, blur, extrusion and movement outside the canvas | Preserve the required margin before restricting the domain; check the full animation range |
Reuse
Make the branches understandable to the next author
Krokodove and core nodes work well together when source, control data, processing and final composition are easy to distinguish. A design change can then be made without decoding the entire graph again.
Separate source and control
Name the image branch for its content and a map for the property it drives, such as Map Offset or Reveal Matte. Keep a control map, a visible texture and an Effect Mask distinct.
Expose useful controls
In a reusable group or macro, expose task-related parameters such as reveal duration, pattern size and blend strength. Keep random seeds and technical settings consistent so one design change does not alter the entire behavior.
Provide an explicit output
A 2D branch ends in an image with checked Alpha; a 3D branch remains a scene until Renderer3D. For a regular composite, send the finished effect to Merge.Foreground, the background to Background, and a local mask to Effect Mask.
Deliver the dependencies
Specify the application and build, and include maps and text files. If versions differ, agree on the editable environment or render the dependent branch with the required channels and range. Keep the source composition for future revisions.