Panels of Sverchok

Node Tree Panel

This panel allows to manage sverchok layouts as easy as you press buttons on an elevator.


Update description
all Updates all trees of sverchok.
Update layout Updates currently active layout

Layout manager


Box to quickly pick layout, switch between them with buttons instead of popup list. Also have settins:

Button Function
B bake this layout - will gather all layout’s viewer draw and viewer text to bake them. Bake only if bakeable button is active on node, else ignore.
Show layout Controlls all OpenGL viewer of this layout. Viewer, Stethoscop and Viewer Indices
Animate layout to animate the layout (or not) - may preserve you time.
Process layout Automaticlly evaluate layout while editing, disable for large or complex layouts
Fake User Sets fake user so layout isn’t deleted on save

Check for updates


Check for updates - finds if master branch on github has new version of sverchok. In future there will be releases, but now dangerouse update.

Upgrade Sverchok - upgrades Sverchok from github with new version - button appears only if ‘check for updates’ finds a new version.

3D Panel


With this panel your layout becomes addon itself. So, you making your life easy.

Scan for props

When layout is in, check for next nodes to embad them as properties:
  • float node
  • int node
  • object in node

Sorting them by label, that user defined in node tree panel or if no label, the name of the node is used.

Update all


Forces update of all layouts.



Button to remove sverchok layouts, that has not users (0)

hard clean - boolean flag to remove layouts even if it has users (1,2...), but not fake user (F). Fake user layout will be left.

Clean layouts - remove layouts. Button active only if no node tree windiw around. Better to make active layout nothing or fake user layout to prevent blender crash. Easyest way - activate your Faked user layout, on 3D press ctrl+UP and press button. than again ctrl+UP to go back. No wastes left after sverchok in scene.

Use with care.



Layouts by box. Every layout has buttons:

Button Function
B bake this layout - will gather all layout’s viewer draw and viewer text to bake them. Bake only if bakeable button is active on node, else ignore.
Show layout show or hide all viewers - to draw or not to draw OpenGL in window, but bmesh viewer not handled for now.
Animate layout to animate the layout (or not) - may preserve you time.
P Process layout, allows safely manupilate monsterouse layouts.
F Fake user of layout to preserve from removing with reloading file or with clean layouts button.

Properties has also gathered values:

floats and integers - digit itself, maximum and minimum vaues.

object in - button for object in node to collect selected objects.

Import Export Panel


location: N panel of any Sverchok Tree.

Import and export of the current state of a Sverchok Tree. This tool stores

  • Node state: location, hidden, frame parent
  • Node parameters: (internal state) like booleans, enum toggles and strings
  • connections and connection order (order is important for dynamic-socket nodes)


feature description
Zip When toggled to on this will perform an extra zip operation when you press Export. The zip can sometimes be a lot smaller that the json. These files can also be read by the import feature.
Export Export to file, opens file browser in blender to let you type the name of the file, Sverchok will auto append the .json or .zip file extention - trust it.


feature description
Layout name name of layout to use, has a default but you might want to force a name
Import import to new layout with name (described above). Can import directly from zip file if there is only one .json in the zip. Warning to the descerned reader, only import from zip if the source is trusted. If you are not sure, resist the urge and take the time to learn a little bit about what you are doing.


Consider this whole IO feature experimental for the time being. You use it at your own risk and don’t be surprised if certain node trees won’t export or import (See bug reporting below). The concept of importing and exporting a node tree is not complicated, but the practical implementation of a working IO which supports dynamic nodes requires a bit of extra work behind the scenes. Certain nodes will not work yet, including (but not limited to) :

Node Issue
Object In the json currently doesn’t store geometry but an empty shell without object references instead
SN MK1 currently this auto imports by design, but perhaps some interruption of the import process will be implemented

Why make it if it’s so limited?

Primarily this is for sharing quick setups, for showing people how to achieve a general result. The decision to not include geometry in the Object In references may change, until then consider it a challenge to avoid it. The way to exchange large complex setups will always be the .blend, this loads faster and stores anything your Tree may reference.

While importing I see lots of messages in the console!

Relax, most of these warnings can be ignored, unless the Tree fails to import, then the last couple of lines of the warning will explain the failure.

Bug Reporting

By all means if you like using this feature, file issues in this thread. The best way to solve issues is to share with us a screenshot of the last few lines of the error if we need more then we will ask for a copy of the .blend.

Groups Panel

Crete a node group (Monad) from selection. It can have vectorized inputs, adding or removing sockets. Sverchok groups is a beta feature, use a your own risk and please report bugs. Also while it is in beta old node groups may break. Bug reports.

Templates in menu panel of nodes area

You can use embedded templates in Sverchok. They are stored in json folder as jsons for import to Sverchok.