Infinite is a free, open-source audiovisual workstation made by Naman Soni (n1m21n). A unified node-based audiovisual modular workstation for macOS, Windows, and Linux. Real-time GPU image/video compositing, procedural 3D geometry and physics, and a full modular synthesizer rack with native AU and VST3 plugin hosting — all interconnected through a universal modulation graph. Most nodes do one fixed thing; Field, Infinite's embedded programming language, lets you write what a node does instead.
Always the newest release. All files, checksums and release notes are on the Releases page.
New to Infinite? Watch the full walkthrough and workflow tutorial on YouTube:
🔗 Infinite Video Walkthrough & Tutorial
- Arrangement Timeline: A full clip-based arrangement editor alongside the node canvas — tick-accurate scheduling off the same BPM transport, blade tool, track groups, marquee multi-select, drag-and-drop media import, live waveform/video-thumbnail rendering, and a render/export queue.
- Dual Synchronized DAG Engine: High-throughput GPU texture pipeline (GLSL / OpenGL 3.2 Core) running in lockstep with a sample-accurate, pull-based audio graph tied to a global BPM transport.
- Universal Cross-Domain Modulation: Modulate any shader parameter, 3D transform, audio synth control, or hosted plugin slider via LFOs, CV sequencers, live audio FFT spectrum analysis, or video analysis.
- Audio Synthesis & Physical Modeling: Wavetable oscillator, modal metallic physical resonator, real-time granular engine, PaulStretch spectral stretcher, multi-sample player, and 8-track drum machine.
- AU & VST3 Plugin Hosting: Host third-party Audio Unit (macOS) and VST3 (macOS, Windows, Linux) plugins with native GUI windows and automatable/modulatable parameter controls.
- Procedural 3D & Physics Solvers: Meshes, 3D splines, point scattering, single-draw-call GPU instancing (Instance on Points), PBD cloth/soft-body physics, particle systems, and PBR rendering (Cook-Torrance GGX + ACES tonemapping + 32-bit HDRI).
- 2D Shaders & Generative FX: 32 blend modes, live GLSL editor, video & camera playback, Syphon (macOS) / Spout (Windows) zero-copy video I/O, NDI video in/out over the network (needs the free NDI runtime), reaction-diffusion, and on-device ML subject background removal.
Infinite features 300+ modular node types:
The full catalogue, including every node's pins and parameters, is in the Node Reference Manual.
Infinite also renders headless, with no window: pictures, video and sound straight from a .inf text file on the command line. See the Headless User Guide (Markdown).
Every other node in Infinite does one fixed thing — a Blur node blurs, a Delay node delays. Field nodes are different: you write a short kernel, and Field figures out where it runs from what the code touches.
col = vec3(uv.x, uv.y, 0.5) // once per pixel, on the GPU — a shader
P.y += sin(P.x * 4.0 + t) * 0.2 // once per point in a mesh — a geometry deformer
out = in * gain // once per audio sample — a DSP effect
That's the one idea underneath the whole language: a kernel, run once per element of a domain, forever. You never declare where it runs — the domain (and therefore the backend it compiles to) is inferred. Field currently spans five domains and seven node types:
Any element/pixel/sample kernel can also declare dynamic pins right in its code, adding real, cable-wireable, save/load-safe I/O to the node without touching C++. Finished devices — kernel plus params plus presets — save, load, export and import as portable .field files, so a Field patch is shareable like an audio plugin preset. The full language reference — syntax, domain-transfer operators, reserved words, and the complete node/format reference — is in the Field Language Manual.
Download the latest build for your platform from GitHub Releases: Infinite.dmg for macOS, Infinite-windows-x64.zip / Infinite-windows-ARM64.zip for Windows, or Infinite-x86_64.AppImage for Linux.
macOS (Infinite is not notarized by Apple, so the first launch needs one extra step)
- Open the DMG and drag Infinite.appto Applications.
- Double-click Fix & Open Infinite.commandin the DMG and pressy. It clears the download flag on Infinite only, then opens it.- Or do it by hand: try to open Infinite once, then System Settings → Privacy & Security → Open Anyway (macOS 15 and later), or right-click Infinite.app→ Open (older macOS).
- Or in Terminal: xattr -dr com.apple.quarantine /Applications/Infinite.app
- Or do it by hand: try to open Infinite once, then System Settings → Privacy & Security → Open Anyway (macOS 15 and later), or right-click
Windows
- Unzip the x64orARM64build for your CPU.
- Run Infinite.exe. The build is not code-signed, so Windows SmartScreen may say "Windows protected your PC": click More info, then Run anyway. It asks once per download.
Linux
- chmod +x Infinite-x86_64.AppImage
- Run ./Infinite-x86_64.AppImage. It bundles the static AppImage runtime, so nolibfuse2install is needed. If it's running in a container or on a system with no/dev/fuse, use./Infinite-x86_64.AppImage --appimage-extract-and-runinstead.
Requirements: CMake 3.16+ and Xcode Command Line Tools.
git clone https://github.com/n1m21n/Infinite.git
cd Infinite
cmake -B build -DCMAKE_BUILD_TYPE=Release
cmake --build build -j8
open build/Infinite.appTo create a standalone DMG installer, run ./package.sh.
Requirements: CMake 3.16+ and Visual Studio 2022/2026 (MSVC v143+, Desktop development with C++).
git clone https://github.com/n1m21n/Infinite.git
cd Infinite
cmake -S . -B build -G "Visual Studio 17 2022" -A x64
cmake --build build --config Release
.\build\Release\Infinite.exeTo create a packaged portable folder, run powershell -ExecutionPolicy Bypass -File package.ps1.
Requirements: CMake 3.16+, a C++20 compiler (Clang or GCC), Ninja, and the dev packages in tools/linux/deps-apt.sh (X11/GLFW/ALSA/fontconfig headers etc.). x86_64, glibc ≥ 2.35 (Ubuntu 22.04+ or equivalent) if you want the result to match the published AppImage's floor.
git clone https://github.com/n1m21n/Infinite.git
cd Infinite
tools/linux/deps-apt.sh # installs build + runtime deps via apt
tools/linux/build.sh # configures + builds build-linux/Infinite
./build-linux/InfiniteTo package a portable AppImage, run tools/linux/package-appimage.sh build-linux artifacts-linux. A containerized dev environment (no local dep install needed) is available via tools/linux/local.sh build — see that script for details.
src/
├── core/ # INode DAG engine, ImageCable, Transport, Modulation, GLUtil, Mesh
├── nodes/ # 160+ Node implementations (2D, 3D, Audio, Synth, Notes, Modulation)
├── audio/ # Audio engine, DSP kernels, Wavetable core, Plugin hosting (AU/VST3)
└── platform/ # OS layer: macOS (CoreAudio/AU/AVFoundation) | Windows (WASAPI/WinMM/Media Foundation/GDI+) | Linux (ALSA/GLFW/X11/VST3)
See ARCHITECTURE.md and docs/CODE_STANDARDS.md for deeper implementation guides.
The Linux build has the same node graph and file format as macOS/Windows, with these platform gaps:
- No Syphon/Spout equivalent — no zero-copy video I/O with other apps.
- No Audio Unit (AU) hosting — VST3 only (same as Windows).
- No LV2 plugin hosting.
- No complex-script text shaping (no HarfBuzz) — Latin-script text renders correctly, but right-to-left and complex scripts (Arabic, Devanagari, etc.) may not.
- VST3 plugin editor windows need X11 or XWayland; a pure-Wayland session without XWayland cannot show plugin GUIs.
- x86_64 only — no arm64 build is published.
Contributions, bug reports, and node ideas are welcome!
- Join the discussion and share creations in our Discord Community.
- File bugs or feature requests in GitHub Issues.
- Submit Pull Requests with clean-room MIT-compatible code following docs/CODE_STANDARDS.md. See CONTRIBUTING.md.
The tools and papers Infinite builds on are named in ACKNOWLEDGEMENTS.md, and the people who contributed are credited in CONTRIBUTING.md.
If you write about, review or build on Infinite, please credit it as: Infinite, by Naman Soni (n1m21n), https://infinitedevices.org. GitHub's "Cite this repository" button uses CITATION.cff.
Infinite's source code is licensed under the MIT License.
Default builds include VST3 plugin hosting linking the Steinberg VST3 SDK (GPLv3). Build with -DINFINITE_ENABLE_VST3=OFF for a pure MIT binary.