Set Look
Switches a camera's look — its post-processing — on or off when a pulse arrives, and by default also looks through that camera.
Output: effect
Inputs
| Input | Type | Meaning |
|---|---|---|
| trigger | event | when to apply it |
| camera | object | the camera whose look to switch. Unwired = the scene's own look |
| on | boolean | true turns the look on, false turns it off |
Parameters
| Parameter | Default | Meaning |
|---|---|---|
| on | true | the value used when on is not wired |
| activate | true | look through it too — also make that camera the active view, because a camera's look only shows while you look through it |
Each player applies it on their own screen when the (shared) trigger arrives, so every view ends up the same without a message of its own. It changes what you see, never the scene's saved look.
If you switch activate off and nobody is looking through that camera, nothing changes on screen — the app says so once, and suggests a Set Active Camera node.
Practical example
A dream sequence: an On Play start pulse into Set Look with the Dream cam wired into camera — every player cuts
to that camera with its soft-focus look. A second Set Look with on false on the round's end turns it off again.
See Switching looks from a node graph.