Repeats a chain of texture nodes on its own result: a simulation that runs frame after frame, or a filter applied several times.
The nodes inside the solver are one step. Inside, a tex/SubnetInput set to input 0 gives the picture as it is now: the picture on the solver's first input before the first step, then the result of the step before. The tex/Output inside gives the picture after the step, which the solver keeps and shows. The solver's other inputs reach the tex/SubnetInput nodes set to 1, 2 and 3 unchanged, every step.
mode PER_FRAME runs a simulation. Each time the scene time moves forward, the solver runs `iterations` steps on the picture it kept from the frame before. Reaction-diffusion is the classic one: a tex/Builder inside reads the picture's neighbours and writes how two chemicals spread and react, 20 steps a frame, and patterns of spots or stripes grow out of a few seeded dots. The solver starts over from its first input at `startFrame` and before it, and whenever time goes back, so to start again, go back to `startFrame`. Pausing holds the picture as it is. Jumping forward on the timeline does not run the frames skipped: it runs one frame's steps. Changing a param, inside or on the solver, does not step either.
mode COUNT runs a filter several times. Every cook starts from the first input and runs `iterations` steps: a tex/Blur inside with iterations 10 blurs the picture ten times, a tex/Brightness of 0.9 with iterations 5 darkens it to 0.9 times 0.9 times 0.9 times 0.9 times 0.9. Nothing is kept between frames.
The solver only steps when something shows its picture, a material or a preview: a solver nothing displays does not cook, so it does not step. Bypassing it shows its first input and steps nothing.
Scenes you can open in the editor that teach this node.
This page is generated from the engine, so it describes the release you can download. The same text
is in the editor's Help panel next to the node itself.