Wire an audio source through math and LFO nodes into engine parameters, merge two signals, and add effects — a first walkthrough of the Studio node graph.
A slider sets a value. A node graph decides how a value behaves — where it comes from, how it is reshaped, and what it drives. That is the core idea behind Creator Studio, the second of Novus's two editors: alongside the visual canvas sits a node graph where you wire your track's audio into any engine parameter, bend it through math, blend it with generators, and finish with effects. This walkthrough builds a first composition from an empty wire to a layered, breathing scene.
Studio has four working surfaces. The canvas shows the live scene. The layer stack lists what is being drawn — each layer renders one engine, composited in order. The node graph holds the wiring for how parameters move. And the inspector shows editable details for whatever you have selected, with an assets area for the files a project uses, including uploaded images and logos. Crucially, Studio edits the same document as the Classic editor — a project is never trapped in one or the other.
If you have used audio tools, the mental model transfers directly: layers are your mixer channels, the graph is your patch bay. If you have not, no matter — the walkthrough below assumes nothing beyond the ability to drag a wire from one port to another.
audio-source — emits levels measured from your track; the raw material of every reactive patch.math — arithmetic on signals: scale them, offset them, combine them.merge — blends two inputs, a and b, into one output; the standard way to mix an audio signal with a generator.LFO — a low-frequency oscillator that moves on its own, no audio required; the source of motion during quiet passages.remap — rescales a signal's range into the range a parameter actually wants; the difference between twitchy and tasteful.random — controlled unpredictability, for variation that never repeats exactly.Start from anything in the gallery or from a blank project, and give yourself a single layer running the Radial engine in its pulse-orb mode — one glowing orb, dead center, an ideal test subject because every change reads instantly.
audio-source node and connect its output to the orb layer's scale parameter by dragging from the output port to the input port. Play the track: the orb now grows with the music. It will almost certainly move too much — that is expected.remap node between the two, and narrow the output range so full-blast audio produces a graceful swell instead of a lunge. This one habit — remap early, remap often — is most of the difference between amateur and polished patches.LFO with a slow rate, then a merge node: audio into input a, LFO into input b, merge output into the parameter. Now the orb breathes on its own and also answers the music.math node to scale it down before it reaches the merge. Small numbers, big difference.random node into a secondary parameter — a slight rotation wobble, a color drift — so the scene never loops visibly.One layer is a scene; two layers are a composition. Add a Particles layer beneath the orb — starfield or dust-storm make quiet backdrops — and wire its parameters the same way, but gentler: lower ranges, slower LFO, so the background supports rather than competes. Layer order in the stack decides what draws in front, and effect nodes let you treat each layer's look independently, which is something no single-engine preset can do.
A useful discipline once you have two layers: decide which one owns the beat. If both punch on every hit, the frame doubles its motion and reads as noise. Give the foreground the discrete hits and let the background answer levels only, and the composition immediately feels arranged rather than crowded.
To be clear, the graph does not replace Classic's shared controls — Color Mode, Beat Response, Pulse Intensity, Shake Amount and Rotation Speed cover a huge share of real videos on their own. The graph answers the requests those controls cannot: a parameter that eases in as the intro builds, a color that drifts on an LFO while brightness follows the bass, two engines answering different aspects of the same song. The rule of thumb: when you can phrase the wish precisely, the graph can usually hold it.
What you see is what renders
Novus renders exports deterministically in the browser, and the preview matches the export — including every node-driven wiggle. There is no “it looked different after rendering” tax on graph complexity, so patch as ambitiously as you like.
When the patch feels right, export straight from the project — MP4 or WebM, up to 4K on desktop, watermark-free. And because both editors share one document, you can hop back to Classic any time for quick color and beat tweaks without unwiring anything. Not sure the graph life is for you yet? Classic vs Studio lays out the honest trade-offs, and the full editor walkthrough covers the upload-to-export path end to end.
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Open the editor, drop in a track, and export a watermark-free video — free, no account.
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