Node Operation
Nodes are the basic working units on a DFCine canvas. A project can contain multiple canvases, and each canvas is built from nodes and connections. A node receives upstream assets or results, runs the selected workflow, and passes its output to downstream nodes.
Node Types
The current canvas supports the following node types. The workflows available for each type depend on the workflow directory installed in DFCine.
| Node type | Main purpose |
|---|---|
| Upload Node | Brings local assets into the canvas as upstream outputs. It can import image, video, audio, and text files, then show the matching preview or text content inside the node. Upload nodes are usually used as source nodes and do not show the standard workflow property panel. |
| Image Node | Used for image generation, image editing, character or scene stills, style transfer, and visual variants. After execution, image results are displayed inside the node. |
| Video Node | Used for shot animation, image-to-video, text-to-video, clip generation, and video refinement. After execution, video results can be previewed inside the node. |
| Text Node | Used for prompt generation, prompt reverse engineering, shot notes, copy preparation, and text polishing. A text node can be edited directly inside the node and can use text presets; double-clicking the text area opens a larger text editor. |
| Audio Node | Used for music, narration, sound design, and audio processing. After execution, audio results can be played or inspected inside the node. |
Creating Nodes
Right-click an empty area of the canvas to open the create-node menu, then choose Image, Video, Text, Audio, or Upload. You can also drag a connection from a node output and release it on an empty area; DFCine will open the same create-node menu and automatically connect the upstream node to the new node.
New nodes use the default workflow for their node type. If no workflow is available for that node type, the node can still appear on the canvas, but it cannot run until the relevant workflow is installed or synchronized.
Connecting Nodes
Each node has input and output ports on the canvas:
- The input port is on the left side and receives upstream results. Non-upload nodes can accept multiple incoming connections. DFCine records them in connection order as Input 1, Input 2, and so on.
- The output port is on the right side and outputs the current node result. One output can connect to multiple downstream nodes, so the same image, video, audio, or text result can feed several later steps.
- Upload nodes have no upstream input. They usually output local assets to other nodes.
Drag from an output port to another node's input port to create a connection. DFCine prevents duplicate connections between the same node and port pair. Select a connection to delete it; deleting a node also removes its related connections.
Property Panel
Click a non-upload node to select it and show its property panel below the node. Click the same node again, or click an empty canvas area, to clear the selection and close the panel.
The property panel usually includes:
- Workflow picker: choose the workflow used by the current node, grouped by model or capability.
- Prompt field: enter the prompt or task description for the current node. The exact prompt requirements depend on the selected workflow.
- Parameter area: adjust primary workflow parameters; use the settings button to open advanced parameters.
- Workflow presets: apply preset prompts and parameters when the workflow provides them.
- Workflow help: open the documentation link for the selected workflow.
- Run button: execute the workflow bound to the current node.
Upload nodes work differently: they mainly use the upload or replace button inside the node card to attach local assets, instead of the standard workflow property panel. Text nodes are also special: besides the prompt field in the property panel, the node card itself contains an editable text area that can be passed downstream as text input.
Naming and Organization
When created, nodes are named automatically by type, such as “Image Node 1” or “Video Node 1”. Double-click the node title to rename it, then press Enter or click elsewhere to confirm. Node names support Chinese, English, numbers, and symbols, and mixed-language names are handled normally.
You can drag nodes to reposition them. Selected nodes can be copied and pasted for reuse; holding Alt while dragging a node creates a copy at the new position. Right-click a node to open the context menu for deletion and, when results are available, actions such as Save As, Add to Asset Library, and Generation History.
Saving Projects
Clicking Save stores the full project state, not only the current canvas. The saved data includes all canvases in the project, every node and connection on those canvases, node positions, node parameters, workflow bindings, and related project indexes.
If autosave is enabled, DFCine writes project changes automatically after edits. Manual Save immediately writes the full multi-canvas project data.
Run State and Results
After you click the Run button in the property panel, the node enters a queued or running state. During normal execution, the node border turns green and the node shows status text such as Queued or Running.
When execution completes, the result is written back into the node:
- Image results show an image preview, which can be opened by double-clicking.
- Video results show a video preview or playback entry.
- Audio results show playback controls.
- Text results are displayed inside the node.
If execution fails, the node border turns red and the error message is shown inside the node. After fixing the workflow, input assets, or parameters, run the node again.
Node Template Library
The ability to package multiple nodes into a node template library is currently in development. Once available, it will let you save common node combinations as templates and reuse them quickly in other canvases or projects.
