Limit SOP

From TouchDesigner Documentation
Jump to: navigation, search

Summary
[edit]

The Limit SOP creates geometry from samples fed to it by CHOPs. It creates geometry at every point in the sample. Different types of geometry can be created using the Output Type parameter on the Channels Page.

PythonIcon.pnglimitSOP_Class


Parameters - Channels Page

CHOP chop - Specifies which CHOP Network / CHOP contains the sample data to fetch.  

Rotate Order rord - - Specifies the order in which the Rotate Channel X / Y / Z channels are applied.

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

X Channel chanx - Channels used to specify the point's positions, tx.  

Y Channel chany - Channels used to specify the point's positions, ty.  

Z Channel chanz - Channels used to specify the point's positions, tz.  

Rotate Channel X chanrx - Channels used to specify the rotational data of the geomtery created at each point. Only used when Output Type is "Polygon at Each Point" or "Primitive Circle at Each Point".  

Rotate Channel Y chanry - Channels used to specify the rotational data of the geomtery created at each point. Only used when Output Type is "Polygon at Each Point" or "Primitive Circle at Each Point".  

Rotate Channel Z chanrz - Channels used to specify the rotational data of the geomtery created at each point. Only used when Output Type is "Polygon at Each Point" or "Primitive Circle at Each Point".  

Radius Channel chanrad - Uniformly controls the radius of the geometry created at each point. The Radius channels are multiplied with the Radius parameter on the Output Page.  

Radius Channel X chanradx - Channels that control the radius on the respective axis. The Radius channels are multiplied with the Radius parameter on the Output Page.  

Radius Channel Y chanrady - Channels that control the radius on the respective axis. The Radius channels are multiplied with the Radius parameter on the Output Page.  

Radius Channel Z chanradz - Channels that control the radius on the respective axis. The Radius channels are multiplied with the Radius parameter on the Output Page.  

Alpha Channel chanalpha - Controls the point alpha, giving you alpha control of any geometry created at those points.

Note: If using a Copy SOP, turn on the Use Template Point Attributes option in the Copy SOP's Attributes Page to allow the geometry to inherit the point attributes.  

Red Channel chanr - These channels control the point color, or the color of any geometry created at those points.  

Green Channel chang - These channels control the point color, or the color of any geometry created at those points.  

Blue Channel chanb - These channels control the point color, or the color of any geometry created at those points.  

Custom Attrib Name customattrib0 - Allows custom attributes to be added to the geometry created.  

Custom Attrib Chan 0 customattrib0chan0 -  

Custom Attrib Chan 1 customattrib0chan1 -  

Custom Attrib Chan 2 customattrib0chan2 -  

Custom Attrib Chan 3 customattrib0chan3 -  

Custom Attrib Name customattrib1 -  

Custom Attrib Chan 0 customattrib1chan0 -  

Custom Attrib Chan 1 customattrib1chan1 -  

Custom Attrib Chan 2 customattrib1chan2 -  

Custom Attrib Chan 3 customattrib1chan3 -  

Texture W texturew - Controls the w texture-offset for the point(s) This is most often used as a frame-offset or time-offset, expressed in # of frames from the current frame or frame 1 of an image sequence.  


Parameters - Output Page

Output Type output - - The type of geometry the Limit SOP produces from its sample data.

  • Polygonal Line line - Creates a point for each sample and connects them with a polygonal line.
  • Polygon at Each Point polys - Places a polygon at each sample point. Number of points in polygon defined by Divisions.
  • Primitive Circle at Each Point circles - Places a primitive circle at each sample point.
  • Sphere at Each Point spheres - Places a primitive sphere at each smaple point.
  • Poly Sphere at Each Point polyspheres - Places a polygonal sphere at each sample point. Sphere's frequency defined by Divisions.
  • Tubes tubes - Creates a tube down the path. Tubes cross-section defined by Divisions.
  • Strips strips - Creates a strip down the path. Number of points in strip defined by Divisions.

Divisions divisions - Only works on the following Output Types.

  • Polygon at Each Point - Number of points per polygon.
  • Poly Sphere at Each Point - Frequency of each Polygonal Sphere.
  • Tubes - Number of points in cross-section of the tube.
  • Strips - Number of points in cross-section of the strip.

 

Radius rad - Radius of geometry created. Disabled for "Polygonal Line".  

Smooth Flip flipsmooth - Dynamically controls the twist of each instance of geometry on a series of points to avoid frame-by-frame flipping, which can sometimes occur when geometry is oriented along a path.  

Limit dolimit - - Creates a bounding box for the position of the output geometry. Drop down menu determines behavior when outside bounded region.

  • Off off - Bounding region off.
  • Clamp clamp - Clamps position to specified value.
  • Loop loop - Loops position between bounded region.
  • Zigzag zigzag - Zigzags position back and forth between bounded region.

X Limit xlimit - - Parameters to set edges of bounding region when Limit is active.

  • xlimitmin -
  • xlimitmax -

Y Limit ylimit - - Parameters to set edges of bounding region when Limit is active.

  • ylimitmin -
  • ylimitmax -

Z Limit zlimit - - Parameters to set edges of bounding region when Limit is active.

  • zlimitmin -
  • zlimitmax -

Apply Texture texture - Applys u, v, and w texture coordinates to the created geometry.  

Scale texscale - - Scales the texture coordinates a specific amount.

  • texscale1 -
  • texscale2 -

Offset texoffset - - Offsets the texture coordinates a specific amount.

  • texoffset1 -
  • texoffset2 -

Orient to Path orient - If this option is selected, the object will be oriented along the path. To see what the path looks like, change the Output Type to "Polygonal Line". When the Output Type is "Polygon/Primitive Circle at Each Point", the positive Z axis of each object will be pointing down the path. When the Output Type is "Tubes/Strips" then the cross-section of the geometry created will be pointing down the path.  

Lookat Object lookat - Orient to Path must be checked for Lookat Object to have any effect. This allows you to orient your geometry by naming the object you would like it 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. The Look At parameter points the each piece of geometry at the other object's origin individually.  

Rotate Polys dorotate - - Rotate the geometry at each point using the Rotate parameter (below). Only works for Output Type is "Polygon/Primitive Circle at Each Point".

  • Off off - Do not rotate polys. Rotate parameter is greyed out.
  • On on - Add value of Rotate to polys equally.
  • Cumulative cum - Add value of Rotate to polys cumulatively (ie. increasing with each poly).

Rotate rotate - - Rotation channels rx, ry, and rz for Rotate Polys parameter.

  • X rotatex -
  • Y rotatey -
  • Z rotatez -

Compute Normals normals - Computes normals for the geometry created.  

TouchDesigner Build:

SOPs
Add • Experimental:Add • Alembic • Align • Arm • Attribute Create • Attribute • Experimental:Attribute • Basis • Blend • Experimental:Blend • Bone Group • Boolean • Box • Bridge • Cache • Cap • Capture Region • Capture • Carve • CHOP to • Circle • Clay • Clip • Convert • Copy • Experimental:Copy • CPlusPlus • Creep • Curveclay • Curvesect • DAT to • Deform • Delete • Divide • Extrude • Facet • File In • Fillet • Fit • Font • Force • Fractal • Grid • Group • Hole • Import Select • In • Introduction To SOPs id • Inverse Curve • Iso Surface • Join • Joint • Kinect • Lattice • Limit • Experimental:Limit • Line • Line Thick • LOD • LSystem • Magnet • Material • Merge • Metaball • Model • Noise • Null • Object Merge • Experimental:Object Merge • Oculus Rift • OpenVR • Out • Particle • Point • Experimental:Point • Polyloft • Experimental:Polyloft • Polypatch • Polyreduce • Polyspline • Polystitch • Primitive • Experimental:Primitive • Profile • Project • Rails • Experimental:Raster • Ray • Rectangle • Refine • Resample • Revolve • Script • Select • Sequence Blend • Skin • Sort • Sphere • Spring • Sprite • Stitch • Subdivide • Superquad • Surfsect • Sweep • Switch • Text • Texture • Torus • Trace • Trail • Transform • Trim • Tristrip • Tube • Twist • Vertex • Experimental:Vertex • Wireframe • ZED

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

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.

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.

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.

A surface type in SOPs including polygon, curve (NURBS and Bezier), patch (NURBS and Bezier) and other shapes like sphere, tube, and metaball. Points and Primitives are part of the Geometry Detail, which is a part of a SOP.

Information associated with SOP geometry. Points and primitives (polygons, NURBS, etc.) can have any number of attributes - position (P) is standard, and optional are normals (N), texture coordinates (uv), color (Cd), etc.

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.

The component types that are used to render 3D scenes: Geometry Component contain the 3D shapes to render, plus Camera, Light, Ambient Light, Null, Bone, Handle and other component types.