Difference between revisions of "Nvidia Flow Emitter COMP"

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(Tag: 2020.20000)
 
(16 intermediate revisions by one other user not shown)
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|parReadOnly=False
 
|parReadOnly=False
 
|parOrder=1
 
|parOrder=1
|parSummary=
+
|parSummary=Select Emitter or Collider mode.
 
|parItems={{ParameterItem
 
|parItems={{ParameterItem
 
|opFamily=COMP
 
|opFamily=COMP
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|itemLabel=Emitter
 
|itemLabel=Emitter
 
|itemName=emitter
 
|itemName=emitter
|itemSummary=}}<!--
+
|itemSummary=Emitter will act as a fuel emitter for the system injecting a specific amount of fluw into the simulation each step.
 +
    }}<!--
 
-->{{ParameterItem
 
-->{{ParameterItem
 
|opFamily=COMP
 
|opFamily=COMP
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|itemLabel=Collider
 
|itemLabel=Collider
 
|itemName=collider
 
|itemName=collider
|itemSummary=}}
+
|itemSummary=Collider will act as a rigid object which the combustion simulation will collide with.
 +
    }}
 
}}
 
}}
 
{{Parameter
 
{{Parameter
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|itemName=shapeop
 
|itemName=shapeop
 
|itemSummary=Uses the TOP specified in the Shape TOP parameter below to create an emitter in the shape of the image.  
 
|itemSummary=Uses the TOP specified in the Shape TOP parameter below to create an emitter in the shape of the image.  
 +
    }}<!--
 +
-->{{ParameterItem
 +
|opFamily=COMP
 +
|parName=type
 +
|itemLabel=Shape SOP
 +
|itemName=sop
 +
|itemSummary=Uses the SOP specified in the Shape OP parameter below to create an emitter withg the shape of the SOP's geometry.
 
     }}
 
     }}
 
}}
 
}}
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|parReadOnly=False
 
|parReadOnly=False
 
|parOrder=6
 
|parOrder=6
|parSummary=Specify the TOP to use as an emitter when Type parameter is set to Shape TOP.
+
|parSummary=Specify the TOP or SOP to use as an emitter when Type parameter is set to Shape TOP / Shape SOP respectively.
 
|parItems=}}
 
|parItems=}}
 
{{Parameter
 
{{Parameter
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|parReadOnly=False
 
|parReadOnly=False
 
|parOrder=7
 
|parOrder=7
|parSummary=
+
|parSummary=Specifies the center of mass of the emitter.
 
|parItems={{ParameterItem
 
|parItems={{ParameterItem
 
|opFamily=COMP
 
|opFamily=COMP
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|parSummary=The shape of the emitter set the surface shape, and the Outer Width adds to the emitter by extending the shape outwards from the surface.
 
|parSummary=The shape of the emitter set the surface shape, and the Outer Width adds to the emitter by extending the shape outwards from the surface.
 
|parItems=}}
 
|parItems=}}
 +
   
 +
[[image:ShapeWidths.png|700px]]   
 +
 +
'''Figure1''': Left-side Inner Width = 1.0, Center uses narrow width for both, Right-side Outer Width = 1.0
 +
   
 
{{Parameter
 
{{Parameter
 
|opFamily=COMP
 
|opFamily=COMP
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|parReadOnly=False
 
|parReadOnly=False
 
|parOrder=10
 
|parOrder=10
|parSummary=
+
|parSummary=Target linear velocity of the fuel added to the system.
 
|parItems={{ParameterItem
 
|parItems={{ParameterItem
 
|opFamily=COMP
 
|opFamily=COMP
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|itemLabel=X
 
|itemLabel=X
 
|itemName=linearvelx
 
|itemName=linearvelx
|itemSummary=}}<!--
+
|itemSummary=Linear velocity in x.}}<!--
 
-->{{ParameterItem
 
-->{{ParameterItem
 
|opFamily=COMP
 
|opFamily=COMP
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|itemLabel=Y
 
|itemLabel=Y
 
|itemName=linearvely
 
|itemName=linearvely
|itemSummary=}}<!--
+
|itemSummary=Linear velocity in y.}}<!--
 
-->{{ParameterItem
 
-->{{ParameterItem
 
|opFamily=COMP
 
|opFamily=COMP
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|itemLabel=Z
 
|itemLabel=Z
 
|itemName=linearvelz
 
|itemName=linearvelz
|itemSummary=}}
+
|itemSummary=Linear velocity in z.}}
 
}}
 
}}
 
{{Parameter
 
{{Parameter
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|parReadOnly=False
 
|parReadOnly=False
 
|parOrder=11
 
|parOrder=11
|parSummary=
+
|parSummary=Target angular velocity of the fuel added to the system. Think of this as 'rotational velocity.
 
|parItems={{ParameterItem
 
|parItems={{ParameterItem
 
|opFamily=COMP
 
|opFamily=COMP
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|itemLabel=X
 
|itemLabel=X
 
|itemName=angularvelx
 
|itemName=angularvelx
|itemSummary=}}<!--
+
|itemSummary=Angular velocity in x.}}<!--
 
-->{{ParameterItem
 
-->{{ParameterItem
 
|opFamily=COMP
 
|opFamily=COMP
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|itemLabel=Y
 
|itemLabel=Y
 
|itemName=angularvely
 
|itemName=angularvely
|itemSummary=}}<!--
+
|itemSummary=Angular velocity in y.}}<!--
 
-->{{ParameterItem
 
-->{{ParameterItem
 
|opFamily=COMP
 
|opFamily=COMP
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|itemLabel=Z
 
|itemLabel=Z
 
|itemName=angularvelz
 
|itemName=angularvelz
|itemSummary=}}
+
|itemSummary=Angular velocity in z.}}
 
}}
 
}}
 
{{Parameter
 
{{Parameter
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|parReadOnly=False
 
|parReadOnly=False
 
|parOrder=12
 
|parOrder=12
|parSummary=
+
|parSummary=Rate at which the the system gets to the target velocity. Each simulation block has its own velocity level, the emitter tries to change any blocks it overlaps with to match its emitter value. The correction rate is how strongly it tries to change the value to this target value, for example if 0 the emiitter won't do anything, when a small value like 0-1 the emitter will gently influence the simulation, when a high value like 10-100 it will force the value.
 
|parItems={{ParameterItem
 
|parItems={{ParameterItem
 
|opFamily=COMP
 
|opFamily=COMP
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|parReadOnly=False
 
|parReadOnly=False
 
|parOrder=13
 
|parOrder=13
|parSummary=
+
|parSummary=Amount of smoke produced per unit of fuel in the system.
 
|parItems=}}
 
|parItems=}}
 
{{Parameter
 
{{Parameter
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|parReadOnly=False
 
|parReadOnly=False
 
|parOrder=14
 
|parOrder=14
|parSummary=
+
|parSummary=Rate at which the the system gets to the target smoke level. Each simulation block has its own smoke level, the emitter tries to change any blocks it overlaps with to match its emitter value. The correction rate is how strongly it tries to change the value to this target value, for example if 0 the emiitter won't do anything, when a small value like 0-1 the emitter will gently influence the simulation, when a high value like 10-100 it will force the value.
 
|parItems=}}
 
|parItems=}}
 
{{Parameter
 
{{Parameter
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|parReadOnly=False
 
|parReadOnly=False
 
|parOrder=15
 
|parOrder=15
|parSummary=
+
|parSummary=Temperature of the system. Note a temperature value of 0 will not ignite the simlulation, a minimum temperature is required for the simulation to burn.
 
|parItems=}}
 
|parItems=}}
 
{{Parameter
 
{{Parameter
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|parReadOnly=False
 
|parReadOnly=False
 
|parOrder=16
 
|parOrder=16
|parSummary=
+
|parSummary=Rate at which the the system gets to the target temperature level. Each simulation block has its own temperature level, the emitter tries to change any blocks it overlaps with to match its emitter value. The correction rate is how strongly it tries to change the value to this target value, for example if 0 the emiitter won't do anything, when a small value like 0-1 the emitter will gently influence the simulation, when a high value like 10-100 it will force the value.
 
|parItems=}}
 
|parItems=}}
 
{{Parameter
 
{{Parameter
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|parReadOnly=False
 
|parReadOnly=False
 
|parOrder=17
 
|parOrder=17
|parSummary=
+
|parSummary=Amount of fuel added to the system per simulation step. The fuel is treated as gaseous and is converted into temperature (and a certain density) when combustion is taking place.
 
|parItems=}}
 
|parItems=}}
 
{{Parameter
 
{{Parameter
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|parReadOnly=False
 
|parReadOnly=False
 
|parOrder=18
 
|parOrder=18
|parSummary=
+
|parSummary=Rate at which the the system gets to the target fuel level. Each simulation block has its own fuel level, the emitter tries to change any blocks it overlaps with to match its emitter value. The correction rate is how strongly it tries to change the value to this target value, for example if 0 the emiitter won't do anything, when a small value like 0-1 the emitter will gently influence the simulation, when a high value like 10-100 it will force the value.
 
|parItems=}}
 
|parItems=}}
 
{{Parameter
 
{{Parameter
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|parReadOnly=False
 
|parReadOnly=False
 
|parOrder=19
 
|parOrder=19
|parSummary=
+
|parSummary=THe temperature required in the system to trigger addition Fuel Release set in the parameter below.
 
|parItems=}}
 
|parItems=}}
 
{{Parameter
 
{{Parameter
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|parReadOnly=False
 
|parReadOnly=False
 
|parOrder=20
 
|parOrder=20
|parSummary=
+
|parSummary=An additional amount of fuel is released into the system when the Fuel Release Temperature threshold set above is met. TIP: This can help simulate solid fuels where heat must be applied for a gaseous fuel to be released.
 
|parItems=}}
 
|parItems=}}
 
{{Parameter
 
{{Parameter
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|parReadOnly=False
 
|parReadOnly=False
 
|parOrder=21
 
|parOrder=21
|parSummary=
+
|parSummary=The emitter allocates 'blocks' to contain the simulation. This parameter controls this where 0.0 turns off emitter allocation, 1.0 is default, and values greater than 1.0 can help pre-allocate which can be useful when the direction of the simulation is difficult to predict.
 +
 
 +
The effect of this parameter can be visualized by turning 'Show Blocks' parameter On in the [[Nvidia Flow TOP]].
 
|parItems=}}
 
|parItems=}}
 
{{Parameter
 
{{Parameter
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|parReadOnly=False
 
|parReadOnly=False
 
|parOrder=22
 
|parOrder=22
|parSummary=
+
|parSummary=Controls the emitter's direction block allocation prediction, used for pre-allocation of blocks for fast emitters.
 +
   
 +
The effect of this parameter can be visualized by turning 'Show Blocks' parameter On in the [[Nvidia Flow TOP]].
 
|parItems=}}
 
|parItems=}}
 
}}
 
}}
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|parReadOnly=False
 
|parReadOnly=False
 
|parOrder=0
 
|parOrder=0
|parSummary=
+
|parSummary=The base color of the combustion.
 
|parItems={{ParameterItem
 
|parItems={{ParameterItem
 
|opFamily=COMP
 
|opFamily=COMP
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|parReadOnly=False
 
|parReadOnly=False
 
|parOrder=1
 
|parOrder=1
|parSummary=
+
|parSummary=This color ramp will be multiplied with the Color Parameter above. The left-side of the color ramp is used for the cooler temperatures in the system ie. further away from center of combustion and where it turns to smoke. The right-side of the ramp colors the higher temperatures.
 
|parItems=}}
 
|parItems=}}
 
{{Parameter
 
{{Parameter
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|parReadOnly=False
 
|parReadOnly=False
 
|parOrder=2
 
|parOrder=2
|parSummary=
+
|parSummary=Alpha calculations (determined by Alpha Bias and Alpha Masks below) are multiplied by this value for a final Alpha value.
 
|parItems=}}
 
|parItems=}}
 
{{Parameter
 
{{Parameter
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|parReadOnly=False
 
|parReadOnly=False
 
|parOrder=3
 
|parOrder=3
|parSummary=
+
|parSummary=This value is added to alpha before final alpha values are calculated using the Alpha Mask parameters below.
 
|parItems=}}
 
|parItems=}}
 
{{Parameter
 
{{Parameter
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|parReadOnly=False
 
|parReadOnly=False
 
|parOrder=4
 
|parOrder=4
|parSummary=
+
|parSummary=A mulitplier for the color contribution. Useful to use with the Additive Factor parameter below.
 
|parItems=}}
 
|parItems=}}
 
{{Parameter
 
{{Parameter
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|parReadOnly=False
 
|parReadOnly=False
 
|parOrder=5
 
|parOrder=5
|parSummary=
+
|parSummary=Controls an additive effect in the rendering ie. transparency is added together giving hotspots and brighter color where there is more gas burning.
 
|parItems=}}
 
|parItems=}}
 +
   
 +
Flow simulation color has 3 independant parts: color, alpha, and intensity which are based on the burn, smoke, temperature and fuel levels. The masks below control how much each value influences the color.
 +
 +
The final color value is calculated using ((Burn * Burn Mask) + (Smoke * Smoke Mask) + (Temp * Temp Mask) + (Fuel * Fuel Mask))
 +
Intensity brightens the respective Color and Alpha like a multiplier.
 +
 
{{Parameter
 
{{Parameter
 
|opFamily=COMP
 
|opFamily=COMP
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|parReadOnly=False
 
|parReadOnly=False
 
|parOrder=6
 
|parOrder=6
|parSummary=
+
|parSummary=Controls the color contribution of the ignition point of the fuel in the system. The value determines which position in the Color Ramp to use for Burn color.
 
|parItems=}}
 
|parItems=}}
 
{{Parameter
 
{{Parameter
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|parReadOnly=False
 
|parReadOnly=False
 
|parOrder=7
 
|parOrder=7
|parSummary=
+
|parSummary=Controls the color contribution of the smoke in the system. The value determines which position in the Color Ramp to use for Smoke color.
 
|parItems=}}
 
|parItems=}}
 
{{Parameter
 
{{Parameter
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|parReadOnly=False
 
|parReadOnly=False
 
|parOrder=8
 
|parOrder=8
|parSummary=
+
|parSummary=Controls the color contribution of the temperature in the system. Note: Fuel is converted to Temperature when combustion is active. The value determines which position in the Color Ramp to use for Temp color.
 
|parItems=}}
 
|parItems=}}
 
{{Parameter
 
{{Parameter
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|parReadOnly=False
 
|parReadOnly=False
 
|parOrder=9
 
|parOrder=9
|parSummary=
+
|parSummary=Controls the color contribution of the fuel in the system before it is burned. The value determines which position in the Color Ramp to use for Fuel color.
 
|parItems=}}
 
|parItems=}}
 
{{Parameter
 
{{Parameter
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|parReadOnly=False
 
|parReadOnly=False
 
|parOrder=10
 
|parOrder=10
|parSummary=
+
|parSummary=Controls the transparency of the Burn Color above.
 
|parItems=}}
 
|parItems=}}
 
{{Parameter
 
{{Parameter
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|parReadOnly=False
 
|parReadOnly=False
 
|parOrder=11
 
|parOrder=11
|parSummary=
+
|parSummary=Controls the transparency of the Smoke Color above.
 
|parItems=}}
 
|parItems=}}
 
{{Parameter
 
{{Parameter
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|parReadOnly=False
 
|parReadOnly=False
 
|parOrder=12
 
|parOrder=12
|parSummary=
+
|parSummary=Controls the transparency of the Temp Color above.
 
|parItems=}}
 
|parItems=}}
 
{{Parameter
 
{{Parameter
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|parReadOnly=False
 
|parReadOnly=False
 
|parOrder=13
 
|parOrder=13
|parSummary=
+
|parSummary=Controls the transparency of the Fuel Color above.
 
|parItems=}}
 
|parItems=}}
 
{{Parameter
 
{{Parameter
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|parReadOnly=False
 
|parReadOnly=False
 
|parOrder=14
 
|parOrder=14
|parSummary=
+
|parSummary=Controls the intensity of the Burn Color above. This value is a multiplier and accepts values greater than 1.0.
 
|parItems=}}
 
|parItems=}}
 
{{Parameter
 
{{Parameter
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|parReadOnly=False
 
|parReadOnly=False
 
|parOrder=15
 
|parOrder=15
|parSummary=
+
|parSummary=Controls the intensity of the Smoke Color above. This value is a multiplier and accepts values greater than 1.0.
 
|parItems=}}
 
|parItems=}}
 
{{Parameter
 
{{Parameter
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|parReadOnly=False
 
|parReadOnly=False
 
|parOrder=16
 
|parOrder=16
|parSummary=
+
|parSummary=Controls the intensity of the Temp Color above. This value is a multiplier and accepts values greater than 1.0.
 
|parItems=}}
 
|parItems=}}
 
{{Parameter
 
{{Parameter
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|parReadOnly=False
 
|parReadOnly=False
 
|parOrder=17
 
|parOrder=17
|parSummary=
+
|parSummary=Controls the intensity of the Fuel Color above. This value is a multiplier and accepts values greater than 1.0.
 
|parItems=}}
 
|parItems=}}
 
}}
 
}}

Latest revision as of 17:36, 19 February 2020

Summary
[edit]

NVIDIA Flow is a volumetric fluid based simulation of a burning gas system. The user controls the 3 main factors of temperature, fuel, and smoke to create fire and smoke simulations.

The Nvidia Flow COMP is the fuel emitter for the Flow simulation and can be placed anywhere in the 3D scene. This operator only works with Nvidia GPUs.

See also Nvidia Flow TOP, Nvidia Flow.

PythonIcon.pngflowEmitterCOMP_Class


Parameters - Emitter Page

Active active - Turns the emitter On or Off.  

Mode mode - - Select Emitter or Collider mode.

  • Emitter emitter - Emitter will act as a fuel emitter for the system injecting a specific amount of fluw into the simulation each step.
  • Collider collider - Collider will act as a rigid object which the combustion simulation will collide with.

Type type - - Select the shape type used for the emitter.

  • Sphere sphere - Creates a sphere emitter, dimensions controlled by the Radius parameter below.
  • Box box - Creates a box emitter, dimensions controlled by the Size parameter below.
  • Capsule capsule - Create a capsule emitter, like a tube with cap ends. The dimensions are controlled by the Radius and Length parameters below.
  • Shape TOP shapeop - Uses the TOP specified in the Shape TOP parameter below to create an emitter in the shape of the image.
  • Shape SOP sop - Uses the SOP specified in the Shape OP parameter below to create an emitter withg the shape of the SOP's geometry.

Size size - - Controls the dimensions of the emitter when using Box or Shape TOP types.

  • X sizex - Scale in x.
  • Y sizey - Scale in y.
  • Z sizez - Scale in z.

Radius radius - Controls the radius of the emitter when using the Sphere or Capsule types.  

Length length - Control the length of the emitter when using the Capsule type.  

Shape TOP shapeop - Specify the TOP or SOP to use as an emitter when Type parameter is set to Shape TOP / Shape SOP respectively.  

Shape Channel shapechannel - Allows use of different channels to determine the shape of the emitter created when using Shape TOP.  

Shape Threshold shapethreshold - Pixels greater than or equal to the threshold value are used for emission, pixels below the threshold value are ignored.  

Center of Mass centerofmass - - Specifies the center of mass of the emitter.

  • X centerofmassx -
  • Y centerofmassy -
  • Z centerofmassz -

Inner Width innerwidth - The shape of the emitter sets the surface shape, and the Inner Width adds to the emitter by filling in the shape from the surface inwards. The default setting of 1.0 effectively fills in the shape like a solid.  

Outer Width outerwidth - The shape of the emitter set the surface shape, and the Outer Width adds to the emitter by extending the shape outwards from the surface.  

ShapeWidths.png

Figure1: Left-side Inner Width = 1.0, Center uses narrow width for both, Right-side Outer Width = 1.0


Linear Velocity linearvel - - Target linear velocity of the fuel added to the system.

  • X linearvelx - Linear velocity in x.
  • Y linearvely - Linear velocity in y.
  • Z linearvelz - Linear velocity in z.

Angular Velocity angularvel - - Target angular velocity of the fuel added to the system. Think of this as 'rotational velocity.

  • X angularvelx - Angular velocity in x.
  • Y angularvely - Angular velocity in y.
  • Z angularvelz - Angular velocity in z.

Velocity Correction Rate velcorrate - - Rate at which the the system gets to the target velocity. Each simulation block has its own velocity level, the emitter tries to change any blocks it overlaps with to match its emitter value. The correction rate is how strongly it tries to change the value to this target value, for example if 0 the emiitter won't do anything, when a small value like 0-1 the emitter will gently influence the simulation, when a high value like 10-100 it will force the value.

  • X velcorratex -
  • Y velcorratey -
  • Z velcorratez -

Smoke smoke - Amount of smoke produced per unit of fuel in the system.  

Smoke Correction Rate smokecorrate - Rate at which the the system gets to the target smoke level. Each simulation block has its own smoke level, the emitter tries to change any blocks it overlaps with to match its emitter value. The correction rate is how strongly it tries to change the value to this target value, for example if 0 the emiitter won't do anything, when a small value like 0-1 the emitter will gently influence the simulation, when a high value like 10-100 it will force the value.  

Temp temp - Temperature of the system. Note a temperature value of 0 will not ignite the simlulation, a minimum temperature is required for the simulation to burn.  

Temp Correction Rate tempcorrate - Rate at which the the system gets to the target temperature level. Each simulation block has its own temperature level, the emitter tries to change any blocks it overlaps with to match its emitter value. The correction rate is how strongly it tries to change the value to this target value, for example if 0 the emiitter won't do anything, when a small value like 0-1 the emitter will gently influence the simulation, when a high value like 10-100 it will force the value.  

Fuel fuel - Amount of fuel added to the system per simulation step. The fuel is treated as gaseous and is converted into temperature (and a certain density) when combustion is taking place.  

Fuel Correction Rate fuelcorrate - Rate at which the the system gets to the target fuel level. Each simulation block has its own fuel level, the emitter tries to change any blocks it overlaps with to match its emitter value. The correction rate is how strongly it tries to change the value to this target value, for example if 0 the emiitter won't do anything, when a small value like 0-1 the emitter will gently influence the simulation, when a high value like 10-100 it will force the value.  

Fuel Release Temp fuelreleasetemp - THe temperature required in the system to trigger addition Fuel Release set in the parameter below.  

Fuel Release fuelrelease - An additional amount of fuel is released into the system when the Fuel Release Temperature threshold set above is met. TIP: This can help simulate solid fuels where heat must be applied for a gaseous fuel to be released.  

Alloc Scale allocscale - The emitter allocates 'blocks' to contain the simulation. This parameter controls this where 0.0 turns off emitter allocation, 1.0 is default, and values greater than 1.0 can help pre-allocate which can be useful when the direction of the simulation is difficult to predict.

The effect of this parameter can be visualized by turning 'Show Blocks' parameter On in the Nvidia Flow TOP.  

Alloc Predict allocpredict - Controls the emitter's direction block allocation prediction, used for pre-allocation of blocks for fast emitters.

The effect of this parameter can be visualized by turning 'Show Blocks' parameter On in the Nvidia Flow TOP.  


Parameters - Material Page

Color color - - The base color of the combustion.

  • Red colorr -
  • Green colorg -
  • Blue colorb -
  • Alpha colora -

Color Ramp colorramp - This color ramp will be multiplied with the Color Parameter above. The left-side of the color ramp is used for the cooler temperatures in the system ie. further away from center of combustion and where it turns to smoke. The right-side of the ramp colors the higher temperatures.  

Alpha Scale alphascale - Alpha calculations (determined by Alpha Bias and Alpha Masks below) are multiplied by this value for a final Alpha value.  

Alpha Bias alphabias - This value is added to alpha before final alpha values are calculated using the Alpha Mask parameters below.  

Intensity Bias intensitybias - A mulitplier for the color contribution. Useful to use with the Additive Factor parameter below.  

Additive Factor additivefactor - Controls an additive effect in the rendering ie. transparency is added together giving hotspots and brighter color where there is more gas burning.  

Flow simulation color has 3 independant parts: color, alpha, and intensity which are based on the burn, smoke, temperature and fuel levels. The masks below control how much each value influences the color.

The final color value is calculated using ((Burn * Burn Mask) + (Smoke * Smoke Mask) + (Temp * Temp Mask) + (Fuel * Fuel Mask)) Intensity brightens the respective Color and Alpha like a multiplier.


Burn Color Mask burncolormask - Controls the color contribution of the ignition point of the fuel in the system. The value determines which position in the Color Ramp to use for Burn color.  

Smoke Color Mask smokecolormask - Controls the color contribution of the smoke in the system. The value determines which position in the Color Ramp to use for Smoke color.  

Temp Color Mask tempcolormask - Controls the color contribution of the temperature in the system. Note: Fuel is converted to Temperature when combustion is active. The value determines which position in the Color Ramp to use for Temp color.  

Fuel Color Mask fuelcolormask - Controls the color contribution of the fuel in the system before it is burned. The value determines which position in the Color Ramp to use for Fuel color.  

Burn Alpha Mask burnalphamask - Controls the transparency of the Burn Color above.  

Smoke Alpha Mask smokealphamask - Controls the transparency of the Smoke Color above.  

Temp Alpha Mask tempalphamask - Controls the transparency of the Temp Color above.  

Fuel Alpha Mask fuelalphamask - Controls the transparency of the Fuel Color above.  

Burn Intensity Mask burnintensitymask - Controls the intensity of the Burn Color above. This value is a multiplier and accepts values greater than 1.0.  

Smoke Intensity Mask smokeintensitymask - Controls the intensity of the Smoke Color above. This value is a multiplier and accepts values greater than 1.0.  

Temp Intensity Mask tempintensitymask - Controls the intensity of the Temp Color above. This value is a multiplier and accepts values greater than 1.0.  

Fuel Intensity Mask fuelintensitymask - Controls the intensity of the Fuel Color above. This value is a multiplier and accepts values greater than 1.0.  


Parameters - Xform Page

The Xform parameter page controls the object component's transform in world space.

Transform Order xord - - The menu attached to this parameter allows you to specify the order in which the changes to your Component will take place. Changing the Transform order will change where things go much the same way as going a block and turning east gets you to a different place than turning east and then going 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 - - The rotational matrix presented when you click on this option allows you to set the transform order for the Component's rotations. As with transform order (above), changing the order in which the Component's rotations take place will alter the Component's final position. A Rotation order of Rx Ry Rz would create the final rotation matrix as follows R = Rz * Ry * Rx

  • Rx Ry Rz xyz - R = Rz * Ry * Rx
  • Rx Rz Ry xzy - R = Ry * Rz * Rx
  • Ry Rx Rz yxz - R = Rz * Rx * Ry
  • Ry Rz Rx yzx - R = Rx * Rz * Ry
  • Rz Rx Ry zxy - R = Ry * Rx * Rz
  • Rz Ry Rx zyx - R = Rx * Ry * Rz

Translate t - - The three fields allow you to specify the amount of movement along any of the three axes; the amount, in degrees, of rotation around any of the three axes; and a non-uniform scaling along the three axes. As an alternative to entering the values directly into these fields, you can modify the values by manipulating the Component in the Viewport with the Select & Transform state.

  • X tx -
  • Y ty -
  • Z tz -

Rotate r - - The three fields allow you to specify the amount of movement along any of the three axes; the amount, in degrees, of rotation around any of the three axes; and a non-uniform scaling along the three axes. As an alternative to entering the values directly into these fields, you can modify the values by manipulating the Component in the Viewport with the Select & Transform state.

  • X rx -
  • Y ry -
  • Z rz -

Scale s - - The three fields allow you to specify the amount of movement along any of the three axes; the amount, in degrees, of rotation around any of the three axes; and a non-uniform scaling along the three axes. As an alternative to entering the values directly into these fields, you can modify the values by manipulating the Component in the Viewport with the Select & Transform state.

  • X sx -
  • Y sy -
  • Z sz -

Pivot p - - The Pivot point edit fields allow you to define the point about which a Component scales and rotates. Altering the pivot point of a Component produces different results depending on the transformation performed on the Component.

For example, during a scaling operation, if the pivot point of an Component is located at -1, -1, 0 and you wanted to scale the Component by 0.5 (reduce its size by 50%), the Component would scale toward the pivot point and appear to slide down and to the left.

Objects17.gif

In the example above, rotations performed on an Component with different pivot points produce very different results.

  • X px -
  • Y py -
  • Z pz -

Uniform Scale scale - This field allows you to change the size of an Component uniformly along the three axes.

Note: Scaling a camera's channels is not generally recommended. However, should you decide to do so, the rendered output will match the Viewport as closely as possible when scales are involved.

 

Constrain To constrain - Allows the location of the object to be constrained to any other object whose path is specified in this parameter.  

Look At lookat - Allows you to orient your Component by naming the Component you would like it to Look At, or point to. Once you have designated this Component to look at, it will continue to face that Component, even if you move it. This is useful if, for instance, you want a camera to follow another Component's movements. The Look At parameter points the Component in question at the other Component's origin.

Tip: To designate a center of interest for the camera that doesn't appear in your scene, create a Null Component and disable its display flag. Then Parent the Camera to the newly created Null Component, and tell the camera to look at this Component using the Look At parameter. You can direct the attention of the camera by moving the Null Component with the Select state. If you want to see both the camera and the Null Component, enable the Null Component's display flag, and use the Select state in an additional Viewport by clicking one of the icons in the top-right corner of the TouchDesigner window.

 

Look At Up Vector lookup - - When specifying a Look At, it is possible to specify an up vector for the lookat. Without using an up vector, it is possible to get poor animation when the lookat Component passes through the Y axis of the target Component.

  • Don't Use Up Vector - Use this option if the look at Component does not pass through the Y axis of the target Component.
  • Use Up Vector - This precisely defines the rotates on the Component doing the looking. The Up Vector specified should not be parallel to the look at direction. See Up Vector below.
  • Use Quaternions - Quaternions are a mathematical representation of a 3D rotation. This method finds the most efficient means of moving from one point to another on a sphere.
  • Don't use up vector off -
  • Use up vector on -
  • Use quaternions quat -

Path SOP pathsop - Names the SOP that functions as the path you want this Component to move along. For instance, you can name an SOP that provides a spline path for the camera to follow.

Production Tip: For Smooth Motion Along a Path - Having a Component follow an animation path is simple. However, when using a NURBS curve as your path, you might notice that the Component speeds up and slows down unexpectedly as it travels along the path. This is usually because the CVs are spaced unevenly. In such a case, use the Resample SOP to redistribute the CVs so that they are evenly spaced along the curve. A caution however - using a Resample SOP can be slow if you have an animating path curve.

An alternative method is to append a Basis SOP to the path curve and change it to a Uniform Curve. This way, your Component will move uniformly down the curve, and there is no need for the Resample SOP and the unnecessary points it generates.  

Roll roll - Using the angle control you can specify a Component's rotation as it animates along the path.  

Position pos - This parameter lets you specify the Position of the Component along the path. The values you can enter for this parameter range from 0 to 1, where 0 equals the starting point and 1 equals the end point of the path. The value slider allows for values as high as 10 for multiple "passes" along the path.  

Orient along Path pathorient - If this option is selected, the Component will be oriented along the path. The positive Z axis of the Component will be pointing down the path.  

Orient Up Vector up - - When orienting a Component, the Up Vector is used to determine where the positive Y axis points.

  • X upx -
  • Y upy -
  • Z upz -

Auto-Bank Factor bank - The Auto-Bank Factor rolls the Component based on the curvature of the path at its current position. To turn off auto-banking, set the bank scale to 0.  


Parameters - Pre-Xform Page

The Pre-Xform parameter page applies a transform to the object component the same way connecting another Object as a parent of this node does. The transform is applied to the left of the Xform page's parameters. In terms of matrix math, if we use the 'multiply on the right' (column vector) convention, the equation would be preXForm * xform * Position.

Apply Pre-Transform pxform - Enables the transformation on this page.  

Transform Order pxord - - Refer to the documentation on Xform page for more information.

  • 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 prord - - Refer to the documentation on Xform page for more information.

  • 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 pt - - Refer to the documentation on Xform page for more information.

  • X ptx -
  • Y pty -
  • Z ptz -

Rotate pr - - Refer to the documentation on Xform page for more information.

  • X prx -
  • Y pry -
  • Z prz -

Scale ps - - Refer to the documentation on Xform page for more information.

  • X psx -
  • Y psy -
  • Z psz -

Pivot pp - - Refer to the documentation on Xform page for more information.

  • X ppx -
  • Y ppy -
  • Z ppz -

Uniform Scale pscale - Refer to the documentation on Xform page for more information.  

Reset Transform preset - This button will reset this page's transform so it has no translate/rotate/scale.  

Commit to Main Transform pcommit - This button will copy the transform from this page to the main Xform page, and reset this page's transform.  

Xform Matrix/CHOP/DAT xformmatrixop - This parameter can be used to transform using a 4x4 matrix directly. For information on ways to specify a matrix directly, refer to the Matrix Parameters page. This transform will be applied after the regular Pre-Transform transformation. That is, it'll be applied in the oder XformMatrix * PreXForm * Position.  


Parameters - Instance Page

The Instance parameter page provides the ability to create hardware instances of geometry. Each instance has an instance ID which can be passed into a MAT shader via a uniform value. The instance ID can be retrieved by the Render Pick CHOP. Any code in a vertex shader can customize the instance based on the instance ID.

Instance's attributes can be individually driven by the data from any type of OP. When the instance data is supplied by a TOP, the TOP's RGBA channels are assigned to instance attributes, when data is supplied by a CHOP, the CHOP's channels are assigned to instance attributes, when from a SOP then the SOP's attributes are assigned to instance attributes, and when a DAT is used then a column is assigned to the instances attributes. The mapping of operator data to instance attributes is setup on the parameters below and on the Instance 2 and Instance 3 parameter pages.

Instancing instancing - Turns on instancing for the Geometry Component.  

Instance Count Mode instancecountmode - - Two modes to determine how many instances will be created.

  • Manual manual - Use the Num Instances parameter below to set the number of instances.
  • Instance OP(s) Length oplength - The number of CHOP samples/DAT rows in the Instance CHOP/DAT determines the number of instances.

Num Instances numinstances - When using the Manual mode for Instance Count, this parameter set the number of instances.  

Default Instance OP instanceop - Specify a path to a CHOP or DAT used to transform the instances. Number of samples/rows in this CHOP or DAT determines the number of instances when using the CHOP Length/DAT Num Rows mode for Instance Count.  

First Row is instancefirstrow - - What to do with the first row of a table DAT when using DAT rows for Instance Count.

  • Ignored ignored - The first row is ignored and it's values won't be used as part of an instance. Indicies must be used to select the columns to use for instance attributes.
  • Names names - The first row contains column names which can be used to select which columns to use from the table.
  • Values values - The first row is considered to contain values for the first instance. Indicies must be used to select the columns to use for instance attributes.

Transform Order instxord - - Controls the order the transform operations will be applied to each instance. Refer to the documentation for the Xform page for more details.

  • 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 instrord - - The rotational matrix presented when you click on this option allows you to set the transform order for the Component's rotations. As with transform order (above), changing the order in which the Component's rotations take place will alter the Component's final position.

  • 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 OP instancetop - Select a specific operator to get data from for the Translate instance attributes below. If not specified, the the operator specified in the 'Default Instance OP' on the Instance parameter page can be used.  

Translate X instancetx - Select what data to use to translate instances, use the drop-down menu on the right to easily select from the available options. translate instances.  

Translate Y instancety - Select what data to use to translate instances, use the drop-down menu on the right to easily select from the available options. translate instances.  

Translate Z instancetz - Select what data to use to translate instances, use the drop-down menu on the right to easily select from the available options. translate instances.  

Rotate OP instancerop - Select a specific operator to get data from for the Rotate instance attributes below. If not specified, the the operator specified in the 'Default Instance OP' on the Instance parameter page can be used.  

Rotate X instancerx - Select what data to use to rotate instances, use the drop-down menu on the right to easily select from the available options. translate instances.  

Rotate Y instancery - Select what data to use to rotate instances, use the drop-down menu on the right to easily select from the available options. translate instances.  

Rotate Z instancerz - Select what data to use to rotate instances, use the drop-down menu on the right to easily select from the available options. translate instances.  

Scale OP instancesop - Select a specific operator to get data from for the Scale instance attributes below. If not specified, the the operator specified in the 'Default Instance OP' on the Instance parameter page can be used.  

Scale X instancesx - Select what data to use to scale instances, use the drop-down menu on the right to easily select from the available options. translate instances.  

Scale Y instancesy - Select what data to use to scale instances, use the drop-down menu on the right to easily select from the available options. translate instances.  

Scale Z instancesz - Select what data to use to scale instances, use the drop-down menu on the right to easily select from the available options. translate instances.  

Pivot OP instancepop - Select a specific operator to get data from for the Pivot instance attributes below. If not specified, the the operator specified in the 'Default Instance OP' on the Instance parameter page can be used.  

Pivot X instancepx - Select what data to use for the pivot of the instances, use the drop-down menu on the right to easily select from the available options. translate instances.  

Pivot Y instancepy - Select what data to use for the pivot of the instances, use the drop-down menu on the right to easily select from the available options. translate instances.  

Pivot Z instancepz - Select what data to use for the pivot of the instances, use the drop-down menu on the right to easily select from the available options. translate instances.  


Parameters - Instance 2 Page

When the instance data is supplied by a TOP, the TOP's RGBA channels are assigned to instance attributes; when data is supplied by a CHOP, the CHOP's channels are assigned to instance attributes; when from a SOP then the SOP's attributes are assigned to instance attributes; and when a DAT is used then a column is assigned to the instances attributes.

Rotate to Vector Order instancerottoorder - - Controls where in the transform equation the Rotate To Vector operation is applied.

  • Default default - The Rotate to Vector operation will be applied after all other transform operations (except the pivot offset), regardless of their order of operation. E.g T * R * S * (RotToVector) * Position , R * S * T * (RotToVector) * Position .
  • Pre-Rot prerot - The Rotate To Vector operation will be applied before the main rotation as part of the TRS order. I.e T * (RotToVector * R) * S * Position, (RotToVector * R) * S * T * Position.
  • Post-Rot postrot - The Rotate To Vector operation will be applied after the main rotation as part of the TRS order. I.e T * (R * RotToVector) * S * Position, (R * RotToVector) * S * T * Position.

Rotate to OP instancerottoop - Select a specific operator to get data from for the Rotate to Vector instance attributes below. If not specified, the the operator specified in the 'Default Instance OP' on the Instance parameter page can be used.  

Rotate to Vector X instancerottox - Select what data to use to rotate to vector instances, use the drop-down menu on the right to easily select from the available options.  

Rotate to Vector Y instancerottoy - Select what data to use to rotate to vector instances, use the drop-down menu on the right to easily select from the available options.  

Rotate to Vector Z instancerottoz - Select what data to use to rotate to vector instances, use the drop-down menu on the right to easily select from the available options.  

Rotate Up OP instancerotupop - Select a specific operator to get data from for the Rotate Up instance attributes below. If not specified, the the operator specified in the 'Default Instance OP' on the Instance parameter page can be used.  

Rotate Up X instancerotupx - Select what data to use to rotate up instances, use the drop-down menu on the right to easily select from the available options.  

Rotate Up Y instancerotupy - Select what data to use to rotate up instances, use the drop-down menu on the right to easily select from the available options  

Rotate Up Z instancerotupz - Select what data to use to rotate up instances, use the drop-down menu on the right to easily select from the available options  

Instance Order instanceorder - - Sets how transforms are applied to the instances.

  • Instance, then World Transform instanceworld - Use the individual instance transforms first, then apply the world transform (i.e. Xform and Pre-Xform parameter pages). worldXform * instanceXForm * Position
  • World Transform, then Instance worldinstance - Use the world transform first, then apply the individual instance transforms. instanceXForm * worldXForm * Position

Texture Mode instancetexmode - - Set how the texture coordinates are applied to the instances.

  • Replace replace - Replaces texture coordinates.
  • Offset offset - Offsets texture coordinates.

Tex Coord OP instancetexcoordop - Select a specific operator to get data from for the Texture Coord instance attributes below. If not specified, the the operator specified in the 'Default Instance OP' on the Instance parameter page can be used.  

U instanceu - Select what data to apply to texture coordinates of the instances, use the drop-down menu on the right to easily select from the available options. This interacts with the first texture layer uv[0] attributes coming from the SOP.  

V instancev - Select what data to apply to texture coordinates of the instances, use the drop-down menu on the right to easily select from the available options. This interacts with the first texture layer uv[0] attributes coming from the SOP.  

W instancew - Select what data to apply to texture coordinates of the instances, use the drop-down menu on the right to easily select from the available options. This interacts with the first texture layer uv[0] attributes coming from the SOP.  

Color Mode instancecolormode - - Controls how the instance color values interact with the SOPs 'Cd' (diffuse color) attribute. If the SOP doesn't have a 'Cd' attribute, then it will behave as if its 'Cd' is (1, 1, 1, 1).

  • Replace replace -
  • Multiply multiply -
  • Add add -
  • Subtract subtract -

Color OP instancecolorop - Select a specific operator to get data from for the Color instance attributes below. If not specified, the the operator specified in the 'Default Instance OP' on the Instance parameter page can be used.  

R instancer - Select what data to apply to the diffuse color of the instances, use the drop-down menu on the right to easily select from the available options. These parameters will be combined/replaced with the SOPs 'Cd' attribute, as chosen by the Color Mode parameter.  

G instanceg - Select what data to apply to the diffuse color of the instances, use the drop-down menu on the right to easily select from the available options. These parameters will be combined/replaced with the SOPs 'Cd' attribute, as chosen by the Color Mode parameter.  

B instanceb - Select what data to apply to the diffuse color of the instances, use the drop-down menu on the right to easily select from the available options. These parameters will be combined/replaced with the SOPs 'Cd' attribute, as chosen by the Color Mode parameter.  

A instancea - Select what data to apply to the diffuse color of the instances, use the drop-down menu on the right to easily select from the available options. These parameters will be combined/replaced with the SOPs 'Cd' attribute, as chosen by the Color Mode parameter.  

Instance Textures instancetexs - - Specify the paths one or more TOP containing the textures to use with the instances. Wildcards and pattern matching is supported.

Extend U instancetexextendu - -

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

Extend V instancetexextendv - -

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

Extend W instancetexextendw - -

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

Filter instancetexfilter - -

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

Anisotropic Filter instancetexanisotropy - -

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

Texture Instancing

This is a feature available on Kepler (Geforce 600+, Quadro K series+) or newer Nvidia GPUs. This feature allows for arbitrary textures to be applied to instances. The textures do not need to be the same resolution, and they don't need to be combined into an grouped format such as a 3D Texture or a 2D Texture array. Multiple TOPs can be specified using the "Instance Textures" parameter, and the texture that is applied per-instance is specified using the channel chosen in the "Texture Index" parameter. This is different from a 3D Texture or 2D Texture Array, which would use the W texture coordinate to select a texture from within a single texture. By default this texture will be used as the "Base Color Map" texture for a PBR MAT, and the Color Map for all other materials such as the Phong MAT. For materials that support more than one map, the map that this this feature replaces can be chosen in the material's parameters.


Tex Index OP instancetexindexop - Select a specific operator to get data from for the Texture Index instance attribute below. If not specified, the the operator specified in the 'Default Instance OP' on the Instance parameter page can be used.  

Texture Index instancetexindex - Select what data to select which texture to use for the instances, use the drop-down menu on the right to easily select from the available options.  


Parameters - Render Page

The Display parameter page controls the component's material and rendering settings.

Material material - Selects a MAT to apply to the geometry inside.  

Render render - Whether the Component's geometry is visible in the Render TOP. This parameter works in conjunction (logical AND) with the Component's Render Flag.  

Draw Priority drawpriority - Determines the order in which the Components are drawn. Smaller values get drawn after (on top of) larger values.  

Pick Priority pickpriority - When using a Render Pick CHOP or a Render Pick DAT, there is an option to have a 'Search Area'. If multiple objects are found within the search area, the pick priority can be used to select one object over another. A higher value will get picked over a lower value. This does not affect draw order, or objects that are drawn over each other on the same pixel. Only one will be visible for a pick per pixel.  

Wireframe Color wcolor - - Use the R, G, and B fields to set the Component's color when displayed in wireframe shading mode.

  • Red wcolorr -
  • Green wcolorg -
  • Blue wcolorb -

Light Mask lightmask - By default all lights used in the Render TOP will affect geometry renderer. This parameter can be used to specify a sub-set of lights to be used for this particular geometry. The lights must be listed in the Render TOP as well as this parameter to be used.  


Parameters - Extensions Page

The Extensions parameter page sets the component's python extensions. Please see extensions for more information.

Re-Init Extensions reinitextensions - Recompile all extension objects. Normally extension objects are compiled only when they are referenced and their definitions have changed.  

Extension Object 1 extension1 - A number of class instances that can be attached to the component.  

Extension Name 1 extname1 - Optional name to search by, instead of the instance class name.  

Promote Extension 1 promoteextension1 - Controls whether or not the extensions are visible directly at the component level, or must be accessed through the .ext member. Example: n.Somefunction vs n.ext.Somefunction  


Parameters - Common Page

The Common parameter page sets the component's node viewer and clone relationships.

Parent Shortcut parentshortcut - Specifies a name you can use anywhere inside the component as the path to that component. See Parent Shortcut.  

Global Shortcut opshortcut - Specifies a name you can use anywhere at all as the path to that component. See Global OP Shortcut.  

Internal OP Shortcut 1 iopshortcut1 - Specifies a name you can use anywhere inside the component as a path to "Internal OP" below. See Internal Operators.  

Internal OP iop1 - The path to the Internal OP inside this component. See Internal Operators.  

Node View nodeview - - Determines what is displayed in the node viewer, also known as the Node Viewer. Some options will not be available depending on the Component type (Object Component, Panel Component, Misc.)

  • Default Viewer default - Displays the default viewer for the component type, a 3D Viewer for Object COMPS and a Control Panel Viewer for Panel COMPs.
  • Operator Viewer opviewer - Displays the node viewer from any operator specified in the Operator Viewer parameter below.

Operator Viewer opviewer - Select which operator's node viewer to use when the Node View parameter above is set to Operator Viewer.  

Keep in Memory keepmemory - Used only for Panel Components this keeps the panel in memory to it doesn't reload every time it is displayed.  

Enable Cloning enablecloning - Control if the OP should be actively cloned.  

Enable Cloning Pulse enablecloningpulse - Instantaneously clone the contents.  

Clone Master clone - Path to a component used as the Master Clone.  

Load on Demand loadondemand - Loads the component into memory only when required. Good to use for components that are not always used in the project.  

External .tox externaltox - Path to a .tox file on disk which will source the component's contents upon start of a .toe. This allows for components to contain networks that can be updated independently. If the .tox file can not be found, whatever the .toe file was saved with will be loaded.  

Reload .tox on Start reloadtoxonstart - When on (default), the external .tox file will be loaded when the .toe starts and the contents of the COMP will match that of the external .tox. This can be turned off to avoid loading from the referenced external .tox on startup if desired (the contents of the COMP are instead loaded from the .toe file). Useful if you wish to have a COMP reference an external .tox but not always load from it unless you specifically push the Re-Init Network parameter button.  

Reload Custom Parameters reloadcustom - When this checkbox is enabled, the values of the component's Custom Parameters are reloaded when the .tox is reloaded.  

Reload Built-In Parameters reloadbuiltin - When this checkbox is enabled, the values of the component's built-in parameters are reloaded when the .tox is reloaded.  

Save Backup of External savebackup - When this checkbox is enabled, a backup copy of the component specified by the External .tox parameter is saved in the .toe file. This backup copy will be used if the External .tox can not be found. This may happen if the .tox was renamed, deleted, or the .toe file is running on another computer that is missing component media.  

Sub-Component to Load subcompname - When loading from an External .tox file, this option allows you to reach into the .tox and pull out a COMP and make that the top-level COMP, ignoring everything else in the file (except for the contents of that COMP). For example if a .tox file named project1.tox contains project1/geo1, putting geo1 as the Sub-Component to Load, will result in geo1 being loaded in place of the current COMP. If this parameter is blank, it just loads the .tox file normally using the top level COMP in the file.  

Re-Init Network reinitnet - This button will re-load from the external .tox file (if present), followed by re-initializing itself from its master, if it's a clone.  


TouchDesigner Build:

COMPs
Actor • Ambient Light • Animation • Base • Blend • Bone • Bullet Solver • Button • Camera Blend • Camera • MediaWiki:Common.js • Component • Constraint • Container • Engine • Environment Light • FBX • Field • Force • Geometry • Handle • Impulse Force • Light • List • Null • Nvidia Flex Solver • Nvidia Flow Emitter • OP Viewer • Parameter • Replicator • Select • Shared Mem In • Shared Mem Out • Slider • Table • Time • USD • Widget • Window

An Operator Family that contains its own Network inside. There are twelve 3D Object Component and eight 2D Panel Component types. See also Network Path.

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

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.

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

An Operator Family that contains its own Network inside. There are twelve 3D Object Component and eight 2D Panel Component types. See also Network Path.

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.

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.

An Operator Family that manipulates text strings: multi-line text or tables. Multi-line text is often a command Script, but can be any multi-line text. Tables are rows and columns of cells, each containing a text string.

(1) A Geometry Component can render its SOP geometry many times using CHOP samples, DAT rows, TOP pixels or SOP points, (2) An instance is an OP that doesn't actually have its own data, but rather just refers to an OP (or has an input) whose data it uses. This includes Null OPs, Select OPs and Switch OPs.

Any of the procedural data operators. OPs do all the work in TouchDesigner. They "cook" and output data to other OPs, which ultimately result in new images, data and audio being generated. See Node.

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

Any component can be extended with its own Python classes which contain python functions and data.

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.

A Parent Shortcut is a parameter on a component that contains a name that you can use anywhere inside the component to refer to that component using the syntax parent.Name, for example parent.Effect.width to obtain panel width.

There are four types of shortcuts: Application Shortcuts that are built-in to TouchDesigner's authoring interface, Panel Shortcuts that you create for any custom built panels, Parent Shortcuts for accessing a component from within that component, and Global OP Shortcuts that access a unique component from anywhere in TouchDesigner.

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 custom interactive control panel built within TouchDesigner. Panels are created using Panel Components whose look is created entirely with TOPs.

To pulse a parameter is to send it a signal from a CHOP or python or a mouse click that causes a new action to occur immediately. A pulse via python is via the .pulse() function on a pulse-type parameter, such as Reset in a Speed CHOP. A pulse from a CHOP is typically a 0 to 1 to 0 signal in a channel.

Cloning can make multiple components match the contents of a master component. A Component whose Clone parameter is set will be forced to contain the same nodes, wiring and parameters as its master component. Cloning does not create new components as does the Replicator COMP.

TouchDesigner Component file, the file type used to save a Component from TouchDesigner.

TOuch Environment file, the file type used by TouchDesigner to save your project.

Every component contains a network of operators that create and modify data. The operators are connected by wires that define where data is routed after the operator cooks its inputs and generates an output.