Render Pass TOP

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Summary
[edit]

The Render Pass TOP is used along with a Render TOP to achieve multipass rendering. It can build upon its inputs render by using the existing depth/color information in the framebuffers, or it can optionally clear one or both of the depth/color buffers before it does its render.

PythonIcon.pngrenderpassTOP_Class


Parameters - Render Pass Page

Render/RenderPass TOP renderinput - The network path to the Render TOP used as input. This parameter can be used as an alternate to connecting a Render or Render Pass TOP to the Render Pass's input connector. Makes it easier to select a render from another network.  

Camera camera - Specifies which Cameras to look through when rendering the scene.  

Geometry geometry - Specifies which Geometry will be included in the rendered scene. You can use Pattern Matching to specify objects using patterns. Example: geo* ^geo7 will render all Geometry components whose names start with geo except geo7.  

Lights lights - Specifies which Lights will be used to render the scene. You can use Pattern Matching here as well.  

Clear to Camera Color cleartocamcolor - Clears the values that are currently in the color buffer (coming from the TOP that is wired to the input of this node).  

Clear Depth Buffer cleardepth - Clears the values that are currently in the depth buffer (coming from the TOP that is wired to the input of this node).  

Positive Sides posside - - When Render Mode is Cube Map, specify which sides if the cube map are rendered, +X, +Y, or +Z.

  • Positive Sides possidex -
  • Positive Sides possidey -
  • Positive Sides possidez -

Negative Sides negside - - When Render Mode is Cube Map, specify which sides if the cube map are rendered, -X, -Y, or -Z.

  • Negative Sides negsidex -
  • Negative Sides negsidey -
  • Negative Sides negsidez -

Transparency transparency - - Refer to to the same parameter in the Render TOPs help page.

  • Sorted Draw with Blending sortedblending -
  • Order Independent Transparency orderind -
  • Alpha-to-Coverage alphatocoverage -

Depth Peel depthpeel - Refer to to the same parameter in the Render TOPs help page.  

Transparency/Peel Layers transpeellayers - Refer to to the same parameter in the Render TOPs help page.  


Parameters - Advanced Page

Render render - Enables rendering; 1 = on, 0 = off.  

Dither dither - Dithers the rendering to help deal with banding and other artifacts created by precision limitations of 8-bit displays.  

Color Output Needed coloroutputneeded - This is an optimization if you don't actually need the color result from this pass. Turning this off avoids a copy from the offscreen render buffer to the TOP's texture. When anti-aliasing is enabled turning this off will also avoid 'resolving' the anti-aliasing.  

Draw Depth Only drawdepthonly - This will cause the render to only draw depth values to the depth buffer. No color values will be created. To make use of the depth buffer, use the Depth TOP.  

Allow Blending for Extra Buffers allowbufblending - - Controls if blending (as enabled by the MAT common page setting) will be enabled for extra buffers beyond the first one. Often the extra buffers are used to write other types of information such as normals or positions, where blending wouldn't be desirable.

  • Off off -
  • On on -
  • Use Input Setting useinput -

Cull Face cullface - - Front Faces, Back Faces, Both Faces, Neither. Will cause the render to avoid rendering certain polygon faces depending on their orientation to the camera. Refer to Back-Face Culling for more information.

  • Neither neither -
  • Back Faces backfaces -
  • Front Faces frontfaces -
  • Both Faces bothfaces -

Override Material overridemat - This allows you to specific a material that will be applied to every Geometry that is rendered in the Render TOP. It is useful for pre-processing passes where we are outputting infoformation about the geometry rather then lighting them and outputting RGB.  

Polygon Depth Offset polygonoffset - This feature pushes the polygons back into space a tiny fraction. This is useful when you are rendering two polygons directly ontop of each other and are experiencing Z-Fighting. Refer to Polygon Depth Offset for more information. This is also an important feature when doing shadows.  

Offset Factor polygonoffsetfactor - Refer to to the same parameter in the Render TOPs help page.  

Offset Units polygonoffsetunits - Refer to to the same parameter in the Render TOPs help page.  

Display Overdraw overdraw - This feature visually shows the overdraw in the scene. Refer to the Early Depth-Test article for more information. In particular the Analyzing Overdraw section.  

Overdraw Limit overdrawlimit - This value quantizes the outputted color value to some # of overdraws. Refer to the Early Depth-Test for more information.  


Parameters - Crop Page

Crop Left cropleft - Positions the left edge of the rendered image.  

Crop Left Unit cropleftunit - - Select the units for this parameter from Pixels, Fraction (0-1), Fraction Aspect (0-1 considering aspect ratio).

  • P pixels -
  • F fraction -
  • A fractionaspect -

Crop Right cropright - Positions the right edge of the rendered image.  

Crop Right Unit croprightunit - - Select the units for this parameter from Pixels, Fraction (0-1), Fraction Aspect (0-1 considering aspect ratio).

  • P pixels -
  • F fraction -
  • A fractionaspect -

Crop Bottom cropbottom - Positions the bottom edge of the rendered image.  

Crop Bottom Unit cropbottomunit - - Select the units for this parameter from Pixels, Fraction (0-1), Fraction Aspect (0-1 considering aspect ratio).

  • P pixels -
  • F fraction -
  • A fractionaspect -

Crop Top croptop - Positions the top edge of the rendered image.  

Crop Top Unit croptopunit - - Select the units for this parameter from Pixels, Fraction (0-1), Fraction Aspect (0-1 considering aspect ratio).

  • P pixels -
  • F fraction -
  • A fractionaspect -


Parameters - GLSL 1 Page

Sampler Name 0 sampler0 - This is the sampler name that the GLSL program will use to sample from this TOP. The samplers need to be declared as the same dimensions as the TOP (sampler2D for a 2D TOP, sampler3D for 3D TOP).  

TOP top0 - - This is the TOP that will be referenced by the above sampler name above it.

Extend U top0extendu - -

  • Hold hold -
  • Zero zero -
  • Repeat repeat -
  • Mirror mirror -

Extend V top0extendv - -

  • Hold hold -
  • Zero zero -
  • Repeat repeat -
  • Mirror mirror -

Extend W top0extendw - -

  • Hold hold -
  • Zero zero -
  • Repeat repeat -
  • Mirror mirror -

Filter top0filter - -

  • Nearest nearest -
  • Linear linear -
  • Mipmap Linear mipmaplinear -

Anisotropic Filter top0anisotropy - -

  • Off off -
  • 2x 2x -
  • 4x 4x -
  • 8x 8x -
  • 16x 16x -


Parameters - GLSL 2 Page

Uniform Name 0 uniname0 - The uniform name, as declared in the shader.  

Value value0 - - The value to assign to the uniform. If the uniform is a float the first entry of the four is used, if the uniform is a vec2 the first two entries are used, etc.

  • Value value0x -
  • Value value0y -
  • Value value0z -
  • Value value0w -


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 - Multiply the input's resolution by that amount.
  • Limit Resolution limit - Multiply the input's resolution by that amount.
  • 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 -

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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.

The 3D data held in SOPs and passed for rendering by the Geometry COMP.

An Operator Family that associates a shader with a SOP or Geometry Object for rendering textured and lit objects.

An Operator Family that associates a shader with a SOP or Geometry Object for rendering textured and lit objects.

A polygon is a type of Primitive that is formed from a set of Vertices in 3D that are implicitly connected together to form a multi-edge shape.

A polygon is a type of Primitive that is formed from a set of Vertices in 3D that are implicitly connected together to form a multi-edge shape.

Operators that have 1 or more input, like a Math CHOP, are called filters. See Generator.

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.