Experimental:Point Transform TOP

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Summary
[edit]

The Point Transform TOP treats the RGB values of the input image as a point cloud of XYZ positions or vectors and performs 3D transformations and alignments. When the input type is set to 'Vector', translations are ignored and only rotation and scaling operations are performed. The alpha channel, if present, is passed along to the output image unchanged.

Transformations can be defined directly on the Transform page, taken from an input CHOP (see Transform CHOP), using the Look At parameter, or as a combination of any of those methods.

The Align page allows you to move or scale the point cloud relative to the origin, a 1x1x1 cube, or to a reference object. For example, you can scale the cloud to fit inside another point cloud or piece of geometry, or you can align the point cloud to sit on the XZ plane, or directly beside another cloud.

PythonIcon.pngpointtransformTOP_Class


Parameters - Transform Page

Input Type inputtype - - Choose if the RGB channels of the input texture should be treated as positions or vectors. Vectors will not have the translation portion of the transform applied to them, and can be normalized before and/or after the transformation is applied.

  • Position position - The RGB values represent XYZ positions.
  • Vector vector - The RGB values represent XYZ directions.

Normalize Input innormalize - RGB input vectors are rescaled to a length of one before they are transformed.  

Normalize Output outnormalize - RGB vectors are rescaled to a length of one after they are transformed.  

Transform Order xord - - Changes the order that the translate, rotate and scale operations are performed on the input. Analogous to how you would end up in different locations if you were to move a block and turn east, versus turning east and then moving a block. In matrix math terms, if we use the 'multiply vector on the right' (column vector) convention, a transform order of Scale, Rotate, Translate would be written as T * R * S * Position

  • Scale Rotate Translate srt -
  • Scale Translate Rotate str -
  • Rotate Scale Translate rst -
  • Rotate Translate Scale rts -
  • Translate Scale Rotate tsr -
  • Translate Rotate Scale trs -

Rotate Order rord - - As with transform order (above), changing the order in which the rotations take place will alter the final position and orientation. A Rotation order of Rx Ry Rz would create the final rotation matrix as follows R = Rz * Ry * Rx

  • Rx Ry Rz xyz -
  • Rx Rz Ry xzy -
  • Ry Rx Rz yxz -
  • Ry Rz Rx yzx -
  • Rz Rx Ry zxy -
  • Rz Ry Rx zyx -

Translate t - - Move the input positions in the X, Y and Z axes. If the input is set to 'Vector', the translate values will have no effect.

  • Translate tx -
  • Translate ty -
  • Translate tz -

Rotate r - - Rotate the input RGB values around the corresponding X, Y and Z axes. Angles are given in degrees.

  • Rotate rx -
  • Rotate ry -
  • Rotate rz -

Scale s - - Scale the input RGB values in the corresponding X, Y and Z axes. If 'Normalize Output' is on, then all output values will be rescaled to a length of one regardless of the scale values.

  • Scale sx -
  • Scale sy -
  • Scale sz -

Pivot p - - The pivot is the point about which the input points or vectors are scaled and rotated. Altering the pivot point produces different results depending on the transformation performed on the object.

  • Pivot px -
  • Pivot py -
  • Pivot pz -

Uniform Scale scale - Scale the input values along all axes simultaneously.  

Invert invert - Invert the transformation i.e. preform the reverse movements.  

Transform CHOP chopinput - Path to a CHOP node with channels describing a 3D transformation. These channels may come from a Transform CHOP or another CHOP with the correct channels defined.  

Multiply Order multiplyorder - - Controls whether the transformation from the given CHOP is applied to the input values before or after the transformation describe by this node.

  • Input, then Transform Page inputxformpage -
  • Transform Page, then Input xformpageinput -

Look At lookat - Allows you to orient your input points by naming the object you would like them to Look At, or point to. Once you have designated this object to look at, it will continue to face that object, even if you move it.  

Up Vector upvector - - When orienting an object towards the 'Look At' target, the Up Vector is used to determine where the positive Y axis points.

  • Up Vector upvectorx -
  • Up Vector upvectory -
  • Up Vector upvectorz -


Parameters - Align Page

These operations allow you to align the input points to the origin or to another reference object before or after the transformation has been applied. For example, you can recenter the transformed point cloud on the origin or position it directly next to another point cloud. Note: Align operations incur additional performance costs because they must calculate the dimensions of all points in the input.

Reference Node alignref - A path to a TOP or SOP node used to align the input points after the transformation. Note Using another point cloud TOP as a reference will incur additional performance costs because of the need to calculate the dimensions of the reference points.  

Align Transform Order alignxord - - Determines the order that align operations are performed on the input points. Note: Unlike Scaling on the transform page, the alignment scale is always done relative to the center of the point cloud so that the point cloud's center does not change.

  • Scale Translate st -
  • Translate Scale ts -

Align Translate X aligntx - - Determines the final position of points along the X axis i.e. shifts values in the red channel.

  • Off off - X values are not moved.
  • Origin origin - X values are aligned relative to the origin i.e. zero.
  • Reference Input reference - X values are aligned relative to the X position of the reference node.

From Input fromx - - Determines how the points are aligned relative to the dimensions of the input points.

  • Min min - Points are aligned relative to the lowest X value.
  • Center center - Points are aligned relative to the center of the X values.
  • Max max - Points are aligned relative to the highest X value.

To Reference tox - - Determines how the final points are aligned relative to the reference node.

  • Min min - Points are aligned with the lowest X value in the reference node.
  • Center center - Points are aligned with the center of the X values in the reference node.
  • Max max - Points are aligned with the highest X value in the reference node.

Align Translate Y alignty - - Determines the final position of points along the Y axis i.e. shifts values in the green channel.

  • Off off - Y values are not moved.
  • Origin origin - Y values are aligned relative to the origin i.e. zero.
  • Reference Input reference - Y values are aligned relative to the X position of the reference node.

From Input fromy - - Determines how the points are aligned relative to the dimensions of the input points.

  • Min min - Points are aligned relative to the lowest Y value.
  • Center center - Points are aligned relative to the center of the Y values.
  • Max max - Points are aligned relative to the highest Y value.

To Reference toy - - Determines how the final points are aligned relative to the reference node.

  • Min min - Points are aligned with the lowest Y value in the reference node.
  • Center center - Points are aligned with the center of the Y values in the reference node.
  • Max max - Points are aligned with the highest Y value in the reference node.

Align Translate Z aligntz - - Determines the final position of points along the Z axis i.e. shifts values in the blue channel.

  • Off off - Z values are not moved.
  • Origin origin - Z values are aligned relative to the origin i.e. zero.
  • Reference Input reference - Z values are aligned relative to the X position of the reference node.

From Input fromz - - Determines how the points are aligned relative to the dimensions of the input points.

  • Min min - Points are aligned relative to the lowest Z value.
  • Center center - Points are aligned relative to the center of the Z values.
  • Max max - Points are aligned relative to the highest Z value.

To Reference toz - - Determines how the final points are aligned relative to the reference node.

  • Min min - Points are aligned relative to the lowest Z value.
  • Center center - Points are aligned relative to the center of the Z values.
  • Max max - Points are aligned relative to the highest Z value.

Align Scale alignscale - - The Align Scale can be used to resize the point cloud to fit inside the given bounds. Scaling can be done per axis (maintaining proportions or stretching), or on all axes.

  • Per Axis peraxis - Scaling is controlled separately per-axis using the parameters below. Note: It is possible to have conflicting scales when setting limits on multiple axes.
  • Unity unity - The point cloud is resized to fit within a 1x1x1 cube. Proportions are maintained so that the largest dimension will have a length of 1.
  • Reference reference - The point cloud is resized to fit within the dimensions of the reference object. Proportions are maintained.

Align Scale X alignscalex - - The point cloud is resized based on its width in the X axis.

  • Off off - No scaling is done based on the X axis.
  • Unity unity - The point cloud is resized along the X axis so that the total width is 1. This does not affect the other axes and will distort the overall shape of the cloud.
  • Reference Input reference - The point cloud is resized along the X axis to the width of the reference object. This does not affect the other axes and will distort the overall shape of the cloud.
  • Unity Proportional unityprop - The point cloud is resized so that the total width in the X axis is 1. Other axes are scaled accordingly to maintain proportions.
  • Reference Proportional referenceprop - The point cloud is resized to match the width of the reference object. Other axes are scaled accordingly to maintain proportions.

Align Scale Y alignscaley - - The point cloud is resized based on its height in the Y axis.

  • Off off - No scaling is done based on the Y axis.
  • Unity unity - The point cloud is resized along the Y axis so that the total height is 1. This does not affect the other axes and will distort the overall shape of the cloud.
  • Reference Input reference - The point cloud is resized along the Y axis to the height of the reference object. This does not affect the other axes and will distort the overall shape of the cloud.
  • Unity Proportional unityprop - The point cloud is resized so that the total height in the Y axis is 1. Other axes are scaled accordingly to maintain proportions.
  • Reference Proportional referenceprop - The point cloud is resized to match the height of the reference object. Other axes are scaled accordingly to maintain proportions.

Align Scale Z alignscalez - - The point cloud is resized based on its depth in the Z axis.

  • Off off - No scaling is done based on the Z axis.
  • Unity unity - The point cloud is resized along the Z axis so that the total depth is 1. This does not affect the other axes and will distort the overall shape of the cloud.
  • Reference Input reference - The point cloud is resized along the Z axis to the depth of the reference object. This does not affect the other axes and will distort the overall shape of the cloud.
  • Unity Proportional unityprop - The point cloud is resized so that the total depth in the Z axis is 1. Other axes are scaled accordingly to maintain proportions.
  • Reference Proportional referenceprop - The point cloud is resized to match the depth of the reference object. Other axes are scaled accordingly to maintain proportions.


Parameters - Common Page

Output Resolution outputresolution - - quickly change the resolution of the TOP's data.

  • Use Input useinput - Uses the input's resolution.
  • Eighth eighth - Multiply the input's resolution by that amount.
  • Quarter quarter - Multiply the input's resolution by that amount.
  • Half half - Multiply the input's resolution by that amount.
  • 2X 2x - Multiply the input's resolution by that amount.
  • 4X 4x - Multiply the input's resolution by that amount.
  • 8X 8x - Multiply the input's resolution by that amount.
  • Fit Resolution fit - Fits the width and height to the resolution given below, while maintaining the aspect ratio.
  • Limit Resolution limit - The width and height are limited to the resolution given below. If one of the dimensions exceeds the given resolution, the width and height will be reduced to fit inside the given limits while maintaining the aspect ratio.
  • Custom Resolution custom - Enables the Resolution parameter below, giving direct control over width and height.

Resolution resolution - - Enabled only when the Resolution parameter is set to Custom Resolution. Some Generators like Constant and Ramp do not use inputs and only use this field to determine their size. The drop down menu on the right provides some commonly used resolutions.

  • W resolutionw -
  • H resolutionh -

Resolution Menu resmenu - A drop-down menu with some commonly used resolutions.  

Use Global Res Multiplier resmult - Uses the Global Resolution Multiplier found in Edit>Preferences>TOPs. This multiplies all the TOPs resolutions by the set amount. This is handy when working on computers with different hardware specifications. If a project is designed on a desktop workstation with lots of graphics memory, a user on a laptop with only 64MB VRAM can set the Global Resolution Multiplier to a value of half or quarter so it runs at an acceptable speed. By checking this checkbox on, this TOP is affected by the global multiplier.  

Output Aspect outputaspect - - Sets the image aspect ratio allowing any textures to be viewed in any size. Watch for unexpected results when compositing TOPs with different aspect ratios. (You can define images with non-square pixels using xres, yres, aspectx, aspecty where xres/yres != aspectx/aspecty.)

  • Use Input useinput - Uses the input's aspect ratio.
  • Resolution resolution - Uses the aspect of the image's defined resolution (ie 512x256 would be 2:1), whereby each pixel is square.
  • Custom Aspect custom - Lets you explicitly define a custom aspect ratio in the Aspect parameter below.

Aspect aspect - - Use when Output Aspect parameter is set to Custom Aspect.

  • Aspect1 aspect1 -
  • Aspect2 aspect2 -

Aspect Menu armenu - A drop-down menu with some commonly used aspect ratios.  

Input Smoothness inputfiltertype - - This controls pixel filtering on the input image of the TOP.

  • Nearest Pixel nearest - Uses nearest pixel or accurate image representation. Images will look jaggy when viewing at any zoom level other than Native Resolution.
  • Interpolate Pixels linear - Uses linear filtering between pixels. This is how you get TOP images in viewers to look good at various zoom levels, especially useful when using any Fill Viewer setting other than Native Resolution.
  • Mipmap Pixels mipmap - Uses mipmap filtering when scaling images. This can be used to reduce artifacts and sparkling in moving/scaling images that have lots of detail.

Fill Viewer fillmode - - Determine how the TOP image is displayed in the viewer. NOTE:To get an understanding of how TOPs work with images, you will want to set this to Native Resolution as you lay down TOPs when starting out. This will let you see what is actually happening without any automatic viewer resizing.

  • Use Input useinput - Uses the same Fill Viewer settings as it's input.
  • Fill fill - Stretches the image to fit the edges of the viewer.
  • Fit Horizontal width - Stretches image to fit viewer horizontally.
  • Fit Vertical height - Stretches image to fit viewer vertically.
  • Fit Best best - Stretches or squashes image so no part of image is cropped.
  • Fit Outside outside - Stretches or squashes image so image fills viewer while constraining it's proportions. This often leads to part of image getting cropped by viewer.
  • Native Resolution nativeres - Displays the native resolution of the image in the viewer.

Viewer Smoothness filtertype - - This controls pixel filtering in the viewers.

  • Nearest Pixel nearest - Uses nearest pixel or accurate image representation. Images will look jaggy when viewing at any zoom level other than Native Resolution.
  • Interpolate Pixels linear - Uses linear filtering between pixels. Use this to get TOP images in viewers to look good at various zoom levels, especially useful when using any Fill Viewer setting other than Native Resolution.
  • Mipmap Pixels mipmap - Uses mipmap filtering when scaling images. This can be used to reduce artifacts and sparkling in moving/scaling images that have lots of detail.

Passes npasses - Duplicates the operation of the TOP the specified number of times. Making this larger than 1 is essentially the same as taking the output from each pass, and passing it into the first input of the node and repeating the process. Other inputs and parameters remain the same for each pass.  

Channel Mask chanmask - Allows you to choose which channels (R, G, B, or A) the TOP will operate on. All channels are selected by default.  

Pixel Format format - - Format used to store data for each channel in the image (ie. R, G, B, and A). Refer to Pixel Formats for more information.

  • Use Input useinput - Uses the input's pixel format.
  • 8-bit fixed (RGBA) rgba8fixed - Uses 8-bit integer values for each channel.
  • sRGB 8-bit fixed (RGBA) srgba8fixed - Uses 8-bit integer values for each channel and stores color in sRGB colorspace.
  • 16-bit float (RGBA) rgba16float - Uses 16-bits per color channel, 64-bits per pixel.
  • 32-bit float (RGBA) rgba32float - Uses 32-bits per color channel, 128-bits per pixels.
  • 10-bit RGB, 2-bit Alpha, fixed (RGBA) rgb10a2fixed - Uses 10-bits per color channel and 2-bits for alpha, 32-bits total per pixel.
  • 16-bit fixed (RGBA) rgba16fixed - Uses 16-bits per color channel, 64-bits total per pixel.
  • 11-bit float (RGB), Positive Values Only rgba11float - A RGB floating point format that has 11 bits for the Red and Green channels, and 10-bits for the Blue Channel, 32-bits total per pixel (therefore the same memory usage as 8-bit RGBA). The Alpha channel in this format will always be 1. Values can go above one, but can't be negative. ie. the range is [0, infinite).
  • 16-bit float (RGB) rgb16float -
  • 32-bit float (RGB) rgb32float -
  • 8-bit fixed (Mono) mono8fixed - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 8-bits per pixel.
  • 16-bit fixed (Mono) mono16fixed - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 16-bits per pixel.
  • 16-bit float (Mono) mono16float - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 16-bits per pixel.
  • 32-bit float (Mono) mono32float - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 32-bits per pixel.
  • 8-bit fixed (RG) rg8fixed - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 8-bits per channel, 16-bits total per pixel.
  • 16-bit fixed (RG) rg16fixed - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 16-bits per channel, 32-bits total per pixel.
  • 16-bit float (RG) rg16float - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 16-bits per channel, 32-bits total per pixel.
  • 32-bit float (RG) rg32float - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 32-bits per channel, 64-bits total per pixel.
  • 8-bit fixed (A) a8fixed - An Alpha only format that has 8-bits per channel, 8-bits per pixel.
  • 16-bit fixed (A) a16fixed - An Alpha only format that has 16-bits per channel, 16-bits per pixel.
  • 16-bit float (A) a16float - An Alpha only format that has 16-bits per channel, 16-bits per pixel.
  • 32-bit float (A) a32float - An Alpha only format that has 32-bits per channel, 32-bits per pixel.
  • 8-bit fixed (Mono+Alpha) monoalpha8fixed - A 2 channel format, one value for RGB and one value for Alpha. 8-bits per channel, 16-bits per pixel.
  • 16-bit fixed (Mono+Alpha) monoalpha16fixed - A 2 channel format, one value for RGB and one value for Alpha. 16-bits per channel, 32-bits per pixel.
  • 16-bit float (Mono+Alpha) monoalpha16float - A 2 channel format, one value for RGB and one value for Alpha. 16-bits per channel, 32-bits per pixel.
  • 32-bit float (Mono+Alpha) monoalpha32float - A 2 channel format, one value for RGB and one value for Alpha. 32-bits per channel, 64-bits per pixel.


Operator Inputs

  • Input 0 -


TOPs
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Each SOP has a list of Points. Each point has an XYZ 3D position value plus other optional attributes. Each polygon Primitive is defined by a vertex list, which is list of point numbers.

An Operator Family that creates, composites and modifies images, and reads/writes images and movies to/from files and the network. TOPs run on the graphics card's GPU.

An Operator Family which operate on Channels (a series of numbers) which are used for animation, audio, mathematics, simulation, logic, UI construction, and many other applications.

The location of an operator within the TouchDesigner environment, for example, /geo1/torus1, a node called torus1 in a component called geo1. The path / is called Root. To refer instead to a filesystem folder, directory, disk file or http: address, see Folder.

A Link.

The generic thing that holds an Operator, and includes Flags (display, bypass, lock, render, immune) and its position/size in the network. Whether you "lay down an Operator" or "lay down an Node", you're doing the same thing.

An Operator Family that reads, creates and modifies 3D polygons, curves, NURBS surfaces, spheres, meatballs and other 3D surface data.

The width and height of an image in pixels. Most TOPs, like the Movie File In TOP can set the image resolution. See Aspect Ratio for the width/height ratio of an image, taking into account non-square pixels.

The viewer of a node can be (1) the interior of a node (the Node Viewer), (2) a floating window (RMB->View... on node), or (3) a Pane that graphically shows the results of an operator.

A CHOP outputs one or more channels, where a channel is simply a sequence of numbers, representing motion, audio, etc. Channels are passed between CHOPs in TouchDesigner networks. See also Export.