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Text

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Generator

Renders text to an image with full font, color, alignment, and layout control. Supports system fonts or custom .ttf/.otf files.

A night tram photo with the title LAST TRAM HOME set by the Text node in two lines of warm cream capitals with a soft shadow, over the dark sky above the tram

Text renders multiple lines in any installed font family and weight, or from a custom .ttf, .otf, or .ttc file, which overrides the family when set. A custom file that holds several faces, such as a .ttc collection or a variable font, lists its faces in Weight, and the one you pick is the one drawn. The Text field also takes tokens and variables: wire a Palette Remap batch of hero.png into Background and {name|upper} captions each frame HERO_RED, HERO_TEAL, HERO_GOLD; {this.label} draws this node’s own label and redraws as soon as you rename it. Tokens that exist only when a file is written, such as {date} or {index}, are drawn as typed. See the captions recipe and the Token Reference.

Placement works as an anchor:

  • Position X/Y (50%/50%, the canvas center, by default) sets the point.
  • Alignment and Vertical Align decide which part of the text block sits on it.

Rotation turns the text around that same anchor.

Font Size goes up to 4096 px for big display type on large canvases. The slider covers 1 to 1024; type a value to go higher, and the slider handle rests at its end.

With nothing wired to Background, the node renders onto a new canvas of the Width and Height you set. Wire an image in and the text composites straight onto it with a blend mode and opacity, or set Output Mode to Text Only to get the text layer alone at the background’s size.

The Background also takes a texture set or a library. A Map row then heads the Output section and the text draws into that one map: Base Color for a painted label, or Height for lettering embossed into the surface (white text raises it, black sinks it, and a colored label lands at its brightness). The text adds its own coverage, as Shape does, so the set’s Opacity is untouched, and every other map passes through. See Drawing into one map.

Open the Font Family list and move down it: the canvas shows your text in the highlighted family, so you compare fonts on your own words. The Weight list does the same for the family’s weights and styles. Nothing changes until you pick:

  • Click an entry, or press Enter, to keep it: one undo step, however many fonts you looked at.
  • Press Escape, or click outside the list, to close it without a choice. The original font returns and the document is not marked as changed.
  • Up and Down move through the list, previewing each entry; the highlight follows whichever you used last, mouse or keys. Type in the Font Family search field to narrow the list, then Down jumps to the first match and Up to the last.
  • With the list closed, Ctrl+scroll (Cmd+scroll on macOS) over either box steps to the next or previous entry and keeps it.

A document that uses an installed font opens with a different font on a computer that lacks it. Two ways keep the font with the document; both copy the font file into the document’s _data folder (for example Poster.arcb_data) and point the node’s Custom Font at the copy, keeping the weight.

  • File > Collect Files lists, under Fonts, every installed font your Text nodes use that is not yet in the _data folder, with its style and how many nodes use it. The fonts start checked; uncheck one to leave it out. The checked ones are copied with the other files and their nodes point at the copies, in the same undo step.
  • For one node, right-click the Font Family field and choose Copy Font into Document Folder. It is one undo step; save to keep the result. Collect Files and Package as .zip then carry the font with the document.

Font licenses often forbid sharing the file, so nothing is copied without your say. A font its maker marks Restricted License starts unchecked in Collect Files, and the menu item asks first. An identical file already in the folder is reused, and two nodes on the same font share one copy. The menu item is unavailable until the document is saved, when the node already uses a font file, and when the family is not installed.

Italic, script, and decorative fonts often draw beyond the space the font reserves for a letter: a swash under its neighbor, a slanted stroke past the end of the line. The dashed box in the Preview is that reserved space, and alignment and the Position handle work from it, but the ink is never cut to the box, whether the text stands alone, is composited over a background, rotated, or moved.

Pins

BackgroundPixels or Texture
InputOptional
ImagePixels or Texture
Output

Text

TextText
Default: Text

The string to render. Multi-line input is supported

Font Size (px)Number
Default: 96.0 Range: 1.0–4096.0

Text size in pixels. The slider covers 1 to 1024; type a value to go up to 4096

ColorColor (RGBA)
Default: rgba(255, 255, 255, 255)

Text color

Gray LevelNumber
Default: 1 (white) Range: 0–1 (8-bit: 0–255)

Text gray level in Grayscale mode, from black to white; it also sets the text's opacity, so black is transparent. In a 32-bit document it runs from 0 to 1

Font

Font FamilyText

System font family (dynamic list from installed fonts)

WeightText

The face to draw: from the Font Family, or from the Custom Font file when it holds several

Custom FontText

Path to a .ttf, .otf or .ttc font file. Overrides family selection when set

HintingChoice
Default: None

Font hinting mode

  • NoneNo hinting, so text renders with pure outline shapes. Smoothest at large sizes.
  • LightSubtle grid-fitting for improved clarity without distorting letterforms.
  • FullMaximum grid-fitting for the sharpest text at small sizes. May slightly alter letter shapes.

Layout

AlignmentChoice
Default: Center

Horizontal alignment of the text block relative to the Position X anchor, not the canvas edges. Left: the anchor is the block's left edge. Center: the anchor is its center. Right: the anchor is its right edge

  • LeftAlign text to the left edge.
  • CenterCenter text horizontally.
  • RightAlign text to the right edge.
Vertical AlignChoice
Default: Middle

Vertical alignment of the text block relative to the Position Y anchor, not the canvas edges. Top: the anchor is the block's top edge. Middle: the anchor is its center. Bottom: the anchor is its bottom edge

  • TopAlign text to the top edge.
  • MiddleCenter text vertically.
  • BottomAlign text to the bottom edge.
Position XInteger · px/%
Default: 50 Range: 0–16384 px / 0–100%

Horizontal anchor the text block is placed against. Defaults to percent mode at 50% (canvas center); 0% is the left edge, 100% the right. Alignment decides which part of the block sits on this anchor

Position YInteger · px/%
Default: 50 Range: 0–16384 px / 0–100%

Vertical anchor the text block is placed against. Defaults to percent mode at 50% (canvas middle); 0% is the top edge, 100% the bottom (so bottom-of-canvas text uses 100 in percent mode). Vertical Align decides which part of the block sits on this anchor

RotationNumber
Default: 0.0 Range: -360.0–360.0

Rotate text around the anchor point. Values are in degrees (-360 to 360)

Line SpacingNumber
Default: 1.00 Range: 0.50–3.00

Multiplier for vertical line spacing

Letter Spacing (px)Integer
Default: 0 Range: -50–200

Extra horizontal spacing between characters

Output

Color ModeChoice
Default: RGBA

In Composite mode with a background connected, the output follows the background instead. A grayscale output may be re-promoted to color by a downstream color node

  • RGBAOutput a full-color RGBA image. The default.
  • GrayscaleOutput a single-channel image directly, so you can build a mask, height field, or single-channel chain without adding a conversion node. The color pickers become gray sliders.
Width (px)Integer
Default: 512 Range: 1–16384
When background input is not connected

Output width in pixels

Height (px)Integer
Default: 512 Range: 1–16384
When background input is not connected

Output height in pixels

MapChoice
Default: Base Color
Texture set or library wired

Which map of the texture set this node edits. Every other map passes through unchanged. Shown while a texture set or a library is wired

  • Base ColorDraw the text into the set's Base Color, a painted label. The default.
  • NormalListed but grayed: the Normal is a direction, not a tone.
  • RoughnessDraw the text into the set's Roughness only.
  • MetallicDraw the text into the set's Metallic only.
  • Ambient OcclusionDraw the text into the set's Ambient Occlusion only.
  • HeightEmboss the lettering into the surface: white text raises it, black sinks it, and a colored label lands at its brightness.
  • OpacityListed but grayed: the Opacity is the set's cutout, which Mask Apply edits.
  • EmissiveDraw the text into the set's Emissive only.
Output ModeChoice
Default: Composite
When background input is connected
  • Text OnlyOutput only the rendered text on a transparent background.
  • CompositeRender text composited onto the connected background image.
Blend ModeChoice
Default: Normal Range: Normal / Multiply / Screen / Overlay / Linear Dodge (Add) / Subtract / Difference / Hard Light / Soft Light / Darken / Lighten / Color Dodge / Color Burn / Exclusion / Hue / Saturation / Color / Luminosity
Composite mode only

Blend mode when compositing over background

OpacityNumber
Default: 1.00 Range: 0.00–1.00
Composite mode only

Composite opacity

  • Use a custom font file, or copy the installed font into the document folder, for consistent results across machines, since installed system fonts differ.
  • For a watermark, composite onto the background with Blend Mode set to Multiply and lower the Opacity.
  • Hinting None keeps large display text smooth; Full gives the crispest small text.
  • Set Color Mode to Grayscale to output the text’s coverage as a single-channel image, useful as a text mask. With a background wired in Composite mode, the output follows the background’s channels instead, so Color Mode shows as disabled. The Gray Level also sets the text’s opacity, so black is transparent and it stays between 0 and 1; see Gray levels keep full precision.
  • To set text on a curve or around a badge, feed the Text output into Path Warp.