Points node

Make Point

Builds one point from X, Y and Z (Grafit units) -- type them or cable them. As Array turns X/Y/Z into array inputs and zips them into a whole cloud: Longest pads short axes with 0, Shortest cuts to the shortest, Match Indexes rebuilds filtered points from Array Filter's Indices so each keeps its original Y/Z. A single number on an axis applies to every point.

Inputs

PortTypeDefault
XHorizontal position of the point, in Grafit units (0 = centre, ±1 reaches the short edge of the frame). Not clamped; anything past roughly ±2 sits off-screen.float0
YVertical position of the point, in Grafit units (0 = centre, +1 = top edge on a landscape view). Not clamped.float0
ZDepth of the point. 0 is the natural plane; positive comes closer, negative recedes. Only matters to consumers that read Z (perspective, depth ordering). Not clamped.float0
As ArrayOff: X, Y, Z are single numbers → one point. On: X, Y, Z become array inputs (square pins) and the node zips them into a whole point cloud — the way back after Break Point and the Array nodes.boolfalse
ModeHow the axis arrays combine (As Array only). Longest: cloud as long as the longest axis, short axes pad with 0. Shortest: cut to the shortest connected array. Match Indexes: use the Indices list (Array Filter) to rebuild filtered points with their original Y/Z.int0
IndicesMatch Indexes only: the surviving ORIGINAL indices — cable Array Filter's Indices output. An axis as long as this list is the filtered one; a longer axis is the untouched original and is read at those indices. Unconnected → behaves like Shortest.int—

Outputs

PortType
Pointstructure
Countint

How It Works

Make Point has two faces, switched by As Array.

Off — X, Y and Z are single numbers (typed in the inspector or cabled from anything) and the node emits ONE point, travelling as the same live value every Points node produces. A lone point is a one-point cloud everywhere: merge it, morph it, visualize it, or open it with Break Point.

On — the X/Y/Z input pins turn into ARRAY pins (they render as rounded squares, and the compatibility gate only lets array cables land on that face) and the node zips the three arrays into a whole point cloud. This is the way back after Break Point and the Array nodes.

Modes

ModeBehaviour
LongestThe cloud is as long as the longest connected axis; shorter axes pad with 0.
ShortestThe cloud is cut to the shortest connected array axis.
Match IndexesThe Indices array (cable Array Filter's own Indices output) lists which ORIGINAL points survived. An axis whose length equals that list is the FILTERED axis and is read at the output position; a longer axis is the untouched original and is read at its original index (out of range yields 0).

A single number on an axis broadcasts to every point in every mode. Mode and Indices are hidden unless they apply.

Use Cases

  • Manual point — dial in a position, or cable X/Y from Mouse, an LFO or Math for a single driven point.
  • Filter a cloud by one axis — Break Point → Array Filter (X ≥ 0.1) → Make Point (As Array, Match Indexes) keeps the surviving points whole, with the Y and Z they had before the filter.
  • Rebuild after Array work — sort by height, remap one axis through a curve, run Array Interpolate to change point count, then zip the axes back.
  • Flatten deliberately — put a single number on Y and every point lands on one line.

Tips

  • The Point output is a normal point cloud on the array face — feed it to Points Visualize, Plexus, Point Transform or a particle Custom Points shape.
  • Unconnected axes are 0, not "missing": leave Z alone for a flat 2D cloud.
  • Match Indexes without an Indices cable behaves like Shortest, so a half-built patch still shows something.

Open Make Point in the interactive catalog →

Make Point is one of 381 nodes in Grafit Pro.

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More Points nodes