Sink
Sink, in Visuals / Utilities, runs the video processes connected to it without opening a window or displaying their images. Use it when a GPU process produces useful data but its image is not connected to an output—for example, an image-analysis process with a data outlet.
Ports and control
| Port | Purpose |
|---|---|
| Texture inlet | Connect the image output of the GPU chain that must execute. |
| Rate | Requested frames per second: 1–120, initially 30. Can be controlled through its inlet. |
Sink has no output ports. The effective rate is capped by the rendering rate configured in settings; requesting 120 does not override a lower global rate or guarantee that an expensive shader will reach it.
Workflow
- Add Sink from the process library.
- Cable the final image outlet of the chain to its texture inlet.
- Connect the producing process’s separate data outlet to the process or address that consumes that data.
- Start playback and adjust Rate to the frequency needed for the analysis.
Set the texture inlet’s size override when the chain needs a specific processing resolution. Leave it on Auto when it should use automatic sizing. Sink is an execution endpoint, not a recorder, image preview, geometry renderer or GPU-to-CPU conversion process. To inspect the image, also use a display output; to render geometry, first connect it to an appropriate renderer.
Related pages
- Graphics pipeline: Output-driven rendering, size controls and backend limits.
- ISF Shaders and Compute Shaders: GPU processes that can feed Sink.
- Shader cookbook: Small source-based shader recipes.