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TouchDesigner Documentation MCP Server v2.3 - Pure MCP server for VS Code/Codium with comprehensive operator documentation for 629 operators + 7 tutorials across all categories (TOP, CHOP, SOP, DAT, MAT, COMP, POP). Features experimental POP operators wit
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"name": "Nvidia Flow",
"displayName": "Nvidia Flow",
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"subcategory": "NVIDIA",
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"description": "From Derivative\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tJump to navigation\n\t\tJump to search\n\t\t\nNOTE\n\nOS: This operator is only supported under the Microsoft Windows operating system.Hardware: This operator only works with Nvidia GPUs.\n\n\n\nNVIDIA 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. \nThe Nvidia Flow calculates the Flow simulation and renders it. It requires a Nvidia Flow Emitter COMP to emit gas into the Flow simulation. \nSee also Nvidia Flow Emitter COMP, Nvidia Flow.\nRead more here Nvidia Flow Artist Tools\nflowTOP_Class\n\nContents\n \n \n \n \n \n \n \n \n \n \n\n\n\n\n\n initialize - Initializes the simulation.\n\n\n\n start - Starts the simulation playback.\n\n\n\n play - The simulation only steps forward when Play = On, when off the simulation is paused.\n\n\n\n camera - Specify the Camera COMP to view the simulation from. Note: Must be camera with Projection = Perspective.\n\n\n\n emitters - Specify the Nvidia Flow Emitter COMPs to include in the simulation.\n\n\n\n simposition - - The position of the simulation volume's center, in the world. The simulation cannot extend outside of the volume.\n\n simpositionx - simpositiony - simpositionz -\n\n simsize - - The size of the simulation volume in the world. The simulation cannot extend outside of the volume. Also controls the size of simulation blocks, so the total number of blocks in the volume stays the same. Smaller size blocks will require more blocks for the same size simulation. This increases accuracy but makes the simulation more taxing on the as there are more blocks to calculate.\n\n simsizex - simsizey - simsizez -\n\n memusage - Controls relative memory usage, the fraction of the total simulation blocks that will be allocated. Most simulations will not fill the simulation volume uniformly, so only a small value is needed. High values will cause extremely high memory usage.\n\n\n\n showblocks - Displays the simulation blocks being used. Useful for debugging or optimizing your Flow simulation. Also shows the edges of the simulation volume.\n\n\n\n showemitbounds - Displays the bounds of the emitters.\n\n\n\n showshapes - Displays the shapes of the emitters.\n\n\n\n speed - Controls the update rate of the simulation.\n\n\n\n maxsteps - Maximum number of simulation steps per update. A higher number of steps will increase quality for fast moving object at the cost of performance.\n\n\n\n rendermode - Provides two debug render modes in addition to the default of Density. Debug Density gives a \"rainbow\" render, where density is mapped to a colour, and Dubug Velocity converts velocity xyz to an rgb colour.\n\n\n\n\n\n gravity - - Gravity direction for use with Buoyancy parameter, where amount controls strength of buoyancy force.\n\n gravityx - gravityy - gravityz -\n\n veldamping - Higher values reduce velocity faster. Uses exponential decay curve.\n\n\n\n velfade - Compared to damping, fade reduces low velocity values faster. Fade velocity rate is in units per second.\n\n\n\n velmaccormackblend - Higher values make a sharper appearance, but with more artifacts.\n\n\n\n smokedamping - Higher values reduce smoke faster. Uses exponential decay curve.\n\n\n\n smokefade - Compared to damping, fade reduces low smoke values faster. Fade velocity rate is in units per second.\n\n\n\n smokemaccormackblend - Higher values make a sharper appearance, but with more artifacts.\n\n\n\n tempdamping - Higher values reduce temperature faster. Uses exponential decay curve.\n\n\n\n tempfade - Compared to damping, fade reduces low temperature values faster. Fade velocity rate is in units per second.\n\n\n\n fueldamping - Higher values reduce fuel faster. Uses exponential decay curve.\n\n\n\n fuelfade - Compared to damping, fade reduces low fuel values faster. Fade velocity rate is in units per second.\n\n\n\n vortstrength - Controls amount of rotation turbulence as a multiplier, a value of 0 will result in no vorticity. High values increase turbulent flow while low values increase laminar flow.\n\n\n\n vortfromvel - Amount of vorticity added from velocity.\n\n\n\n vortfromsmoke - Amount of vorticity added from smoke.\n\n\n\n vortfromtemp - Amount of vorticity added from temperature.\n\n\n\n vortfromfuel - Amount of vorticity added from fuel.\n\n\n\n vortconstant - The baseline vorticity in the simulation.\n\n\n\n ignitiontemp - Specify the minimum temperature required for combustion.\n\n\n\n burnpertemp - Control how much fuel is burned for a given temperature level. Lower Burn per Temp may result in some fuel not burning completely at a certain temperature.\n\n\n\n smokeperburn - Controls amount of smoke generated for each unit of combustion (per burn).\n\n\n\n tempperburn - Controls amount of temperature generated for each unit of combustion (per burn).\n\n\n\n fuelperburn - Controls amount of fuel used for each unit of combustion (per burn).\n\n\n\n buoyancy - Works in conjunction with the parameter Gravity above which sets a vector for use by Buoyancy. Higher values result in greater effect by the Gravity parameter.\n\n\n\n coolingrate - The rate of cooling in the system, exponential.\n\n\n\n expansion - Controls the amount the system's gaseous volume expands.\n\n\n\n velallocweight - If zero, block allocation and deallocation depend on an internal threshold and weighting of Velocity. If non-zero, block allocation and deallocation will be affected by the value of Velocity Alloc Threshold.\n\n\n\n velallocthreshold - If Velocity Alloc Weight is non-zero, block allocation and deallocation is based on this value. In particular, if the velocity magnitude is below this threshold, the block will be deallocated, unless smoke and fuel thresholding (see below) are active.\n\n\n\n smokeallocweight - If zero, block allocation and deallocation depend on an internal threshold and weighting of Smoke density. If non-zero, smoke density affects block allocation and deallocation based on the value of Smoke Alloc Threshold.\n\n\n\n smokeallocthreshold - If Smoke Alloc Weight is non-zero, block allocation and deallocation is based on this value. In particular, if the Smoke density is below this threshold, the block will be deallocated, unless velocity and fuel thresholding are active.\n\n\n\n fuelallocweight - If zero, block allocation and deallocation depend on an internal threshold and weighting of fuel density. If non-zero, fuel density affects block allocation and deallocation based on the value of Fuel Alloc Threshold.\n\n\n\n fuelallocthreshold - If Fuel Alloc Weight is non-zero, block allocation and deallocation is based on this value. In particular, if the Smoke density is below this threshold, the block will be deallocated, unless velocity and smoke thresholding are active.\n\n\n\n\n\n enableshadow - Enables Volume shadow rendering for the simulation. Shadowing generates light intensity values that overwrite the \"burn\" channel of the grid. Values range from 0 to 1, where 0 is fully shadowed. Shadow visibilty can be controlled by enabling 'Override Emitter Intensity Mask' or by adjusting the 'Burn Intensity Mask', 'Burn Alpha Mask', and 'Burn Color Mask' in Nvidia Flow Emitter COMP\n\n\n\n drawshadowdebug - Displays the volume shadow blocks being used. Useful for debugging or optimizing.\n\n\n\n overrideemitter - Automatically adjusts the emitters' render material, so volume shadows are visible. Will override 'Burn Intensity Mask' and 'Intensity Bias' of emitters.\n\n\n\n light - The light source used to generate volume shadow. The light should be a shadow caster. Only the position and orientation of the light are used, color and intensity are ignored.\n\n\n\n shadowresolution - The resolution of the shadow map volume texture. The texture is allocated as a cube, so there will be space for shadowresolution^3 blocks.\n\n\n\n shadowminusage - The initial fraction of volume shadow blocks to allocate memory for.\n\n\n\n shadowmaxusage - The maximum fraction of volume shadow blocks to allocate memory for.\n\n\n\n shadowintensityscale - Scales how dark the shadow will be.\n\n\n\n shadowminintensity - A lower limit for shadow intensity.\n\n\n\n shadowburnmask - Allows the burn value in the simulation to control the blend strength of the shadow. Postive values mean burn increases the blend strength, negative values mean burn decreases the blend strength\n\n\n\n shadowsmokemask - Allows the smoke value in the simulation to control the blend strength of the shadow. Postive values mean smoke increases the blend strength, negative values mean smoke decreases the blend strength\n\n\n\n shadowtempmask - Allows the temperature value in the simulation to control the blend strength of the shadow. Postive values mean temp increases the blend strength, negative values mean temp decreases the blend strength\n\n\n\n shadowfuelmask - Allows the fuel value in the simulation to control the blend strength of the shadow. Postive values mean fuel increases the blend strength, negative values mean fuel decreases the blend strength\n\n\n\n shadowblendbias - An offset that increases or decreases the blend strength by a constant amount. Parts of the grid with a blend value over 1 will have shadows. Parts of the grid with blend value under 1 will not have shadows. Blend values between 0 and 1 scale the strength of shadow.\n\n\n\n\n\n outputresolution - - quickly change the resolution of the 's data.\n\n useinput - Uses the input's resolution. eighth - Multiply the input's resolution by that amount. quarter - Multiply the input's resolution by that amount. half - Multiply the input's resolution by that amount. 2x - Multiply the input's resolution by that amount. 4x - Multiply the input's resolution by that amount. 8x - Multiply the input's resolution by that amount. fit - Grow or shrink the input resolution to fit this resolution, while keeping the aspect ratio the same. limit - Limit the input resolution to be not larger than this resolution, while keeping the aspect ratio the same. custom - Directly control the width and height.\n\n resolution - - Enabled only when the parameter is set to Custom . 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.\n\n resolutionw - resolutionh -\n\n resmenu - A drop-down menu with some commonly used resolutions.\n\n\n\n resmult - Uses the Global 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 Multiplier to a value of half or quarter so it runs at an acceptable speed. By checking this checkbox on, this is affected by the global multiplier.\n\n\n\n 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.)\n\n useinput - Uses the input's aspect ratio. resolution - Uses the aspect of the image's defined resolution (ie 512x256 would be 2:1), whereby each pixel is square. custom - Lets you explicitly define a custom aspect ratio in the Aspect parameter below.\n\n aspect - - Use when Output Aspect parameter is set to Custom Aspect.\n\n aspect1 - aspect2 -\n\n armenu - A drop-down menu with some commonly used aspect ratios.\n\n\n\n inputfiltertype - - This controls pixel filtering on the input image of the .\n\n nearest - Uses nearest pixel or accurate image representation. Images will look jaggy when viewing at any zoom level other than Native . linear - Uses linear filtering between pixels. This is how you get images in viewers to look good at various zoom levels, especially useful when using any Fill Viewer setting other than Native . 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.\n\n fillmode - - Determine how the image is displayed in the viewer.\nNOTE:To get an understanding of how TOPs work with images, you will want to set this to Native as you lay down TOPs when starting out. This will let you see what is actually happening without any automatic viewer resizing.\n\n\n useinput - Uses the same Fill Viewer settings as it's input. fill - Stretches the image to fit the edges of the viewer. width - Stretches image to fit viewer horizontally. height - Stretches image to fit viewer vertically. best - Stretches or squashes image so no part of image is cropped. 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. nativeres - Displays the native resolution of the image in the viewer.\n\n filtertype - - This controls pixel filtering in the viewers.\n\n nearest - Uses nearest pixel or accurate image representation. Images will look jaggy when viewing at any zoom level other than Native . linear - Uses linear filtering between pixels. Use this to get images in viewers to look good at various zoom levels, especially useful when using any Fill Viewer setting other than Native . 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. When the input is 32-bit float format, only nearest filtering will be used (regardless of what is selected).\n\n npasses - Duplicates the operation of the the specified number of times. For every pass after the first it takes the result of the previous pass and replaces the node's first input with the result of the previous pass. One exception to this is the GLSL TOP when using compute shaders, where the input will continue to be the connected 's image.\n\n\n\n chanmask - Allows you to choose which channels (R, G, B, or A) the will operate on. All channels are selected by default.\n\n\n\n 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.\n\n useinput - Uses the input's pixel format. rgba8fixed - Uses 8-bit integer values for each channel. srgba8fixed - Uses 8-bit integer values for each channel and stores color in sRGB colorspace. Note that this does not apply an sRGB curve to the pixel values, it only stores them using an sRGB curve. This means more data is used for the darker values and less for the brighter values. When the values are read downstream they will be converted back to linear. For more information refer to sRGB. rgba16float - Uses 16-bits per color channel, 64-bits per pixel. rgba32float - Uses 32-bits per color channel, 128-bits per pixels. rgb10a2fixed - Uses 10-bits per color channel and 2-bits for alpha, 32-bits total per pixel. rgba16fixed - Uses 16-bits per color channel, 64-bits total per pixel. rgba11float - A RGB floating point format that has 11 bits for the Red and Green channels, and 10-bits for the Blue , 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). rgb16float - rgb32float - mono8fixed - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 8-bits per pixel. mono16fixed - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 16-bits per pixel. mono16float - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 16-bits per pixel. mono32float - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 32-bits per pixel. 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. 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. 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. 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. a8fixed - An Alpha only format that has 8-bits per channel, 8-bits per pixel. a16fixed - An Alpha only format that has 16-bits per channel, 16-bits per pixel. a16float - An Alpha only format that has 16-bits per channel, 16-bits per pixel. a32float - An Alpha only format that has 32-bits per channel, 32-bits per pixel. monoalpha8fixed - A 2 channel format, one value for RGB and one value for Alpha. 8-bits per channel, 16-bits per pixel. monoalpha16fixed - A 2 channel format, one value for RGB and one value for Alpha. 16-bits per channel, 32-bits per pixel. monoalpha16float - A 2 channel format, one value for RGB and one value for Alpha. 16-bits per channel, 32-bits per pixel. monoalpha32float - A 2 channel format, one value for RGB and one value for Alpha. 32-bits per channel, 64-bits per pixel.\n\n\n\n - Texture the Flow simulation will be overlayed onto.\n - A Depth TOP to obscure parts of the Flow Simulation.\n\nExtra Information for the Nvidia Flow can be accessed via an Info CHOP.\n\n\n - - - - - -\n - Horizontal resolution of the in pixels. - Vertical resolution of the in pixels. - Horizontal aspect of the . - Vertical aspect of the . - Depth of 2D or 3D array if this contains a 2D or 3D texture array. - Total amount of texture memory used by this .\n - Number of times the operator has cooked since the process started. - Duration of the last cook in milliseconds. - Frame number when this operator was last cooked relative to the component timeline. - Frame number when this operator was last cooked relative to the absolute time. - Time in milliseconds at which the operator started cooking in the frame it was cooked. - Time in milliseconds at which the operator finished cooking in the frame it was cooked. - 1 if operator was cooked this frame. - Number of warnings in this operator if any. - Number of errors in this operator if any.\nTouchDesigner Build: Latest\\nwikieditorwikieditor2023.112802021.100002020.200002019.146502018.28070\nTOPs\n• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • \n\nAn 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.\n\n\n\nThe Graphics Processing Unit. This is the high-speed, many-core processor of the graphics card/chip that takes geometry, images and data from the CPU and creates images and processed data.\n\n\n\nThe 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.\n\n\n\nThe 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.\n\n\n\nA CHOP outputs one or more channels, where a channel is simply a sequence of numbers (Samples), representing motion, audio, etc. Channels are passed between CHOPs in TouchDesigner networks. Channels can be Exported to Parameters.\n\n\n\nAn Operator Family which operate on Channels (a sequence of numbers (Samples)) which are used for animation, audio, mathematics, simulation, logic, UI construction, and data streamed from/to devices and protocols.\n\n\n\n\n\n\n\n\nRetrieved from \"https://docs.derivative.ca/index.php?title=Nvidia_Flow_TOP&oldid=30320\"\n\t\tCategory: TOPs",
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"description": "From Derivative\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tJump to navigation\n\t\tJump to search\n\t\t\nNOTE\n\nOS: This operator is only supported under the Microsoft Windows operating system.Hardware: This operator only works with Nvidia GPUs.\n\n\n\nNVIDIA 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. \nThe Nvidia Flow calculates the Flow simulation and renders it. It requires a Nvidia Flow Emitter COMP to emit gas into the Flow simulation. \nSee also Nvidia Flow Emitter COMP, Nvidia Flow.\nRead more here Nvidia Flow Artist Tools\nflowTOP_Class\n\nContents\n \n \n \n \n \n \n \n \n \n \n\n\n\n\n\n initialize - Initializes the simulation.\n\n\n\n start - Starts the simulation playback.\n\n\n\n play - The simulation only steps forward when Play = On, when off the simulation is paused.\n\n\n\n camera - Specify the Camera COMP to view the simulation from. Note: Must be camera with Projection = Perspective.\n\n\n\n emitters - Specify the Nvidia Flow Emitter COMPs to include in the simulation.\n\n\n\n simposition - - The position of the simulation volume's center, in the world. The simulation cannot extend outside of the volume.\n\n simpositionx - simpositiony - simpositionz -\n\n simsize - - The size of the simulation volume in the world. The simulation cannot extend outside of the volume. Also controls the size of simulation blocks, so the total number of blocks in the volume stays the same. Smaller size blocks will require more blocks for the same size simulation. This increases accuracy but makes the simulation more taxing on the as there are more blocks to calculate.\n\n simsizex - simsizey - simsizez -\n\n memusage - Controls relative memory usage, the fraction of the total simulation blocks that will be allocated. Most simulations will not fill the simulation volume uniformly, so only a small value is needed. High values will cause extremely high memory usage.\n\n\n\n showblocks - Displays the simulation blocks being used. Useful for debugging or optimizing your Flow simulation. Also shows the edges of the simulation volume.\n\n\n\n showemitbounds - Displays the bounds of the emitters.\n\n\n\n showshapes - Displays the shapes of the emitters.\n\n\n\n speed - Controls the update rate of the simulation.\n\n\n\n maxsteps - Maximum number of simulation steps per update. A higher number of steps will increase quality for fast moving object at the cost of performance.\n\n\n\n rendermode - Provides two debug render modes in addition to the default of Density. Debug Density gives a \"rainbow\" render, where density is mapped to a colour, and Dubug Velocity converts velocity xyz to an rgb colour.\n\n\n\n\n\n gravity - - Gravity direction for use with Buoyancy parameter, where amount controls strength of buoyancy force.\n\n gravityx - gravityy - gravityz -\n\n veldamping - Higher values reduce velocity faster. Uses exponential decay curve.\n\n\n\n velfade - Compared to damping, fade reduces low velocity values faster. Fade velocity rate is in units per second.\n\n\n\n velmaccormackblend - Higher values make a sharper appearance, but with more artifacts.\n\n\n\n smokedamping - Higher values reduce smoke faster. Uses exponential decay curve.\n\n\n\n smokefade - Compared to damping, fade reduces low smoke values faster. Fade velocity rate is in units per second.\n\n\n\n smokemaccormackblend - Higher values make a sharper appearance, but with more artifacts.\n\n\n\n tempdamping - Higher values reduce temperature faster. Uses exponential decay curve.\n\n\n\n tempfade - Compared to damping, fade reduces low temperature values faster. Fade velocity rate is in units per second.\n\n\n\n fueldamping - Higher values reduce fuel faster. Uses exponential decay curve.\n\n\n\n fuelfade - Compared to damping, fade reduces low fuel values faster. Fade velocity rate is in units per second.\n\n\n\n vortstrength - Controls amount of rotation turbulence as a multiplier, a value of 0 will result in no vorticity. High values increase turbulent flow while low values increase laminar flow.\n\n\n\n vortfromvel - Amount of vorticity added from velocity.\n\n\n\n vortfromsmoke - Amount of vorticity added from smoke.\n\n\n\n vortfromtemp - Amount of vorticity added from temperature.\n\n\n\n vortfromfuel - Amount of vorticity added from fuel.\n\n\n\n vortconstant - The baseline vorticity in the simulation.\n\n\n\n ignitiontemp - Specify the minimum temperature required for combustion.\n\n\n\n burnpertemp - Control how much fuel is burned for a given temperature level. Lower Burn per Temp may result in some fuel not burning completely at a certain temperature.\n\n\n\n smokeperburn - Controls amount of smoke generated for each unit of combustion (per burn).\n\n\n\n tempperburn - Controls amount of temperature generated for each unit of combustion (per burn).\n\n\n\n fuelperburn - Controls amount of fuel used for each unit of combustion (per burn).\n\n\n\n buoyancy - Works in conjunction with the parameter Gravity above which sets a vector for use by Buoyancy. Higher values result in greater effect by the Gravity parameter.\n\n\n\n coolingrate - The rate of cooling in the system, exponential.\n\n\n\n expansion - Controls the amount the system's gaseous volume expands.\n\n\n\n velallocweight - If zero, block allocation and deallocation depend on an internal threshold and weighting of Velocity. If non-zero, block allocation and deallocation will be affected by the value of Velocity Alloc Threshold.\n\n\n\n velallocthreshold - If Velocity Alloc Weight is non-zero, block allocation and deallocation is based on this value. In particular, if the velocity magnitude is below this threshold, the block will be deallocated, unless smoke and fuel thresholding (see below) are active.\n\n\n\n smokeallocweight - If zero, block allocation and deallocation depend on an internal threshold and weighting of Smoke density. If non-zero, smoke density affects block allocation and deallocation based on the value of Smoke Alloc Threshold.\n\n\n\n smokeallocthreshold - If Smoke Alloc Weight is non-zero, block allocation and deallocation is based on this value. In particular, if the Smoke density is below this threshold, the block will be deallocated, unless velocity and fuel thresholding are active.\n\n\n\n fuelallocweight - If zero, block allocation and deallocation depend on an internal threshold and weighting of fuel density. If non-zero, fuel density affects block allocation and deallocation based on the value of Fuel Alloc Threshold.\n\n\n\n fuelallocthreshold - If Fuel Alloc Weight is non-zero, block allocation and deallocation is based on this value. In particular, if the Smoke density is below this threshold, the block will be deallocated, unless velocity and smoke thresholding are active.\n\n\n\n\n\n enableshadow - Enables Volume shadow rendering for the simulation. Shadowing generates light intensity values that overwrite the \"burn\" channel of the grid. Values range from 0 to 1, where 0 is fully shadowed. Shadow visibilty can be controlled by enabling 'Override Emitter Intensity Mask' or by adjusting the 'Burn Intensity Mask', 'Burn Alpha Mask', and 'Burn Color Mask' in Nvidia Flow Emitter COMP\n\n\n\n drawshadowdebug - Displays the volume shadow blocks being used. Useful for debugging or optimizing.\n\n\n\n overrideemitter - Automatically adjusts the emitters' render material, so volume shadows are visible. Will override 'Burn Intensity Mask' and 'Intensity Bias' of emitters.\n\n\n\n light - The light source used to generate volume shadow. The light should be a shadow caster. Only the position and orientation of the light are used, color and intensity are ignored.\n\n\n\n shadowresolution - The resolution of the shadow map volume texture. The texture is allocated as a cube, so there will be space for shadowresolution^3 blocks.\n\n\n\n shadowminusage - The initial fraction of volume shadow blocks to allocate memory for.\n\n\n\n shadowmaxusage - The maximum fraction of volume shadow blocks to allocate memory for.\n\n\n\n shadowintensityscale - Scales how dark the shadow will be.\n\n\n\n shadowminintensity - A lower limit for shadow intensity.\n\n\n\n shadowburnmask - Allows the burn value in the simulation to control the blend strength of the shadow. Postive values mean burn increases the blend strength, negative values mean burn decreases the blend strength\n\n\n\n shadowsmokemask - Allows the smoke value in the simulation to control the blend strength of the shadow. Postive values mean smoke increases the blend strength, negative values mean smoke decreases the blend strength\n\n\n\n shadowtempmask - Allows the temperature value in the simulation to control the blend strength of the shadow. Postive values mean temp increases the blend strength, negative values mean temp decreases the blend strength\n\n\n\n shadowfuelmask - Allows the fuel value in the simulation to control the blend strength of the shadow. Postive values mean fuel increases the blend strength, negative values mean fuel decreases the blend strength\n\n\n\n shadowblendbias - An offset that increases or decreases the blend strength by a constant amount. Parts of the grid with a blend value over 1 will have shadows. Parts of the grid with blend value under 1 will not have shadows. Blend values between 0 and 1 scale the strength of shadow.\n\n\n\n\n\n outputresolution - - quickly change the resolution of the 's data.\n\n useinput - Uses the input's resolution. eighth - Multiply the input's resolution by that amount. quarter - Multiply the input's resolution by that amount. half - Multiply the input's resolution by that amount. 2x - Multiply the input's resolution by that amount. 4x - Multiply the input's resolution by that amount. 8x - Multiply the input's resolution by that amount. fit - Grow or shrink the input resolution to fit this resolution, while keeping the aspect ratio the same. limit - Limit the input resolution to be not larger than this resolution, while keeping the aspect ratio the same. custom - Directly control the width and height.\n\n resolution - - Enabled only when the parameter is set to Custom . 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.\n\n resolutionw - resolutionh -\n\n resmenu - A drop-down menu with some commonly used resolutions.\n\n\n\n resmult - Uses the Global 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 Multiplier to a value of half or quarter so it runs at an acceptable speed. By checking this checkbox on, this is affected by the global multiplier.\n\n\n\n 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.)\n\n useinput - Uses the input's aspect ratio. resolution - Uses the aspect of the image's defined resolution (ie 512x256 would be 2:1), whereby each pixel is square. custom - Lets you explicitly define a custom aspect ratio in the Aspect parameter below.\n\n aspect - - Use when Output Aspect parameter is set to Custom Aspect.\n\n aspect1 - aspect2 -\n\n armenu - A drop-down menu with some commonly used aspect ratios.\n\n\n\n inputfiltertype - - This controls pixel filtering on the input image of the .\n\n nearest - Uses nearest pixel or accurate image representation. Images will look jaggy when viewing at any zoom level other than Native . linear - Uses linear filtering between pixels. This is how you get images in viewers to look good at various zoom levels, especially useful when using any Fill Viewer setting other than Native . 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.\n\n fillmode - - Determine how the image is displayed in the viewer.\nNOTE:To get an understanding of how TOPs work with images, you will want to set this to Native as you lay down TOPs when starting out. This will let you see what is actually happening without any automatic viewer resizing.\n\n\n useinput - Uses the same Fill Viewer settings as it's input. fill - Stretches the image to fit the edges of the viewer. width - Stretches image to fit viewer horizontally. height - Stretches image to fit viewer vertically. best - Stretches or squashes image so no part of image is cropped. 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. nativeres - Displays the native resolution of the image in the viewer.\n\n filtertype - - This controls pixel filtering in the viewers.\n\n nearest - Uses nearest pixel or accurate image representation. Images will look jaggy when viewing at any zoom level other than Native . linear - Uses linear filtering between pixels. Use this to get images in viewers to look good at various zoom levels, especially useful when using any Fill Viewer setting other than Native . 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. When the input is 32-bit float format, only nearest filtering will be used (regardless of what is selected).\n\n npasses - Duplicates the operation of the the specified number of times. For every pass after the first it takes the result of the previous pass and replaces the node's first input with the result of the previous pass. One exception to this is the GLSL TOP when using compute shaders, where the input will continue to be the connected 's image.\n\n\n\n chanmask - Allows you to choose which channels (R, G, B, or A) the will operate on. All channels are selected by default.\n\n\n\n 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.\n\n useinput - Uses the input's pixel format. rgba8fixed - Uses 8-bit integer values for each channel. srgba8fixed - Uses 8-bit integer values for each channel and stores color in sRGB colorspace. Note that this does not apply an sRGB curve to the pixel values, it only stores them using an sRGB curve. This means more data is used for the darker values and less for the brighter values. When the values are read downstream they will be converted back to linear. For more information refer to sRGB. rgba16float - Uses 16-bits per color channel, 64-bits per pixel. rgba32float - Uses 32-bits per color channel, 128-bits per pixels. rgb10a2fixed - Uses 10-bits per color channel and 2-bits for alpha, 32-bits total per pixel. rgba16fixed - Uses 16-bits per color channel, 64-bits total per pixel. rgba11float - A RGB floating point format that has 11 bits for the Red and Green channels, and 10-bits for the Blue , 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). rgb16float - rgb32float - mono8fixed - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 8-bits per pixel. mono16fixed - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 16-bits per pixel. mono16float - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 16-bits per pixel. mono32float - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 32-bits per pixel. 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. 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. 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. 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. a8fixed - An Alpha only format that has 8-bits per channel, 8-bits per pixel. a16fixed - An Alpha only format that has 16-bits per channel, 16-bits per pixel. a16float - An Alpha only format that has 16-bits per channel, 16-bits per pixel. a32float - An Alpha only format that has 32-bits per channel, 32-bits per pixel. monoalpha8fixed - A 2 channel format, one value for RGB and one value for Alpha. 8-bits per channel, 16-bits per pixel. monoalpha16fixed - A 2 channel format, one value for RGB and one value for Alpha. 16-bits per channel, 32-bits per pixel. monoalpha16float - A 2 channel format, one value for RGB and one value for Alpha. 16-bits per channel, 32-bits per pixel. monoalpha32float - A 2 channel format, one value for RGB and one value for Alpha. 32-bits per channel, 64-bits per pixel.\n\n\n\n - Texture the Flow simulation will be overlayed onto.\n - A Depth TOP to obscure parts of the Flow Simulation.\n\nExtra Information for the Nvidia Flow can be accessed via an Info CHOP.\n\n\n - - - - - -\n - Horizontal resolution of the in pixels. - Vertical resolution of the in pixels. - Horizontal aspect of the . - Vertical aspect of the . - Depth of 2D or 3D array if this contains a 2D or 3D texture array. - Total amount of texture memory used by this .\n - Number of times the operator has cooked since the process started. - Duration of the last cook in milliseconds. - Frame number when this operator was last cooked relative to the component timeline. - Frame number when this operator was last cooked relative to the absolute time. - Time in milliseconds at which the operator started cooking in the frame it was cooked. - Time in milliseconds at which the operator finished cooking in the frame it was cooked. - 1 if operator was cooked this frame. - Number of warnings in this operator if any. - Number of errors in this operator if any.\nTouchDesigner Build: Latest\\nwikieditorwikieditor2023.112802021.100002020.200002019.146502018.28070\nTOPs\n• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • \n\nAn 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.\n\n\n\nThe Graphics Processing Unit. This is the high-speed, many-core processor of the graphics card/chip that takes geometry, images and data from the CPU and creates images and processed data.\n\n\n\nThe 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.\n\n\n\nThe 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.\n\n\n\nA CHOP outputs one or more channels, where a channel is simply a sequence of numbers (Samples), representing motion, audio, etc. Channels are passed between CHOPs in TouchDesigner networks. Channels can be Exported to Parameters.\n\n\n\nAn Operator Family which operate on Channels (a sequence of numbers (Samples)) which are used for animation, audio, mathematics, simulation, logic, UI construction, and data streamed from/to devices and protocols.\n\n\n\n\n\n\n\n\nRetrieved from \"https://docs.derivative.ca/index.php?title=Nvidia_Flow_TOP&oldid=30320\"\n\t\tCategory: TOPs",
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"description": "NOTE\n\nOS: This operator is only supported under the Microsoft Windows operating system.Hardware: This operator only works with Nvidia GPUs.\n\n\n\nNVIDIA 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. \nThe Nvidia Flow calculates the Flow simulation and renders it. It requires a Nvidia Flow Emitter COMP to emit gas into the Flow simulation. \nSee also Nvidia Flow Emitter COMP, Nvidia Flow.\nRead more here Nvidia Flow Artist Tools\nflowTOP_Class\n\nContents\n \n \n \n \n \n \n \n \n \n \n\n\n\n\n\n initialize - Initializes the simulation.\n\n\n\n start - Starts the simulation playback.\n\n\n\n play - The simulation only steps forward when Play = On, when off the simulation is paused.\n\n\n\n camera - Specify the Camera COMP to view the simulation from. Note: Must be camera with Projection = Perspective.\n\n\n\n emitters - Specify the Nvidia Flow Emitter COMPs to include in the simulation.\n\n\n\n simposition - - The position of the simulation volume's center, in the world. The simulation cannot extend outside of the volume.\n\n simpositionx - simpositiony - simpositionz -\n\n simsize - - The size of the simulation volume in the world. The simulation cannot extend outside of the volume. Also controls the size of simulation blocks, so the total number of blocks in the volume stays the same. Smaller size blocks will require more blocks for the same size simulation. This increases accuracy but makes the simulation more taxing on the as there are more blocks to calculate.\n\n simsizex - simsizey - simsizez -\n\n memusage - Controls relative memory usage, the fraction of the total simulation blocks that will be allocated. Most simulations will not fill the simulation volume uniformly, so only a small value is needed. High values will cause extremely high memory usage.\n\n\n\n showblocks - Displays the simulation blocks being used. Useful for debugging or optimizing your Flow simulation. Also shows the edges of the simulation volume.\n\n\n\n showemitbounds - Displays the bounds of the emitters.\n\n\n\n showshapes - Displays the shapes of the emitters.\n\n\n\n speed - Controls the update rate of the simulation.\n\n\n\n maxsteps - Maximum number of simulation steps per update. A higher number of steps will increase quality for fast moving object at the cost of performance.\n\n\n\n rendermode - Provides two debug render modes in addition to the default of Density. Debug Density gives a \"rainbow\" render, where density is mapped to a colour, and Dubug Velocity converts velocity xyz to an rgb colour.\n\n\n\n\n\n gravity - - Gravity direction for use with Buoyancy parameter, where amount controls strength of buoyancy force.\n\n gravityx - gravityy - gravityz -\n\n veldamping - Higher values reduce velocity faster. Uses exponential decay curve.\n\n\n\n velfade - Compared to damping, fade reduces low velocity values faster. Fade velocity rate is in units per second.\n\n\n\n velmaccormackblend - Higher values make a sharper appearance, but with more artifacts.\n\n\n\n smokedamping - Higher values reduce smoke faster. Uses exponential decay curve.\n\n\n\n smokefade - Compared to damping, fade reduces low smoke values faster. Fade velocity rate is in units per second.\n\n\n\n smokemaccormackblend - Higher values make a sharper appearance, but with more artifacts.\n\n\n\n tempdamping - Higher values reduce temperature faster. Uses exponential decay curve.\n\n\n\n tempfade - Compared to damping, fade reduces low temperature values faster. Fade velocity rate is in units per second.\n\n\n\n fueldamping - Higher values reduce fuel faster. Uses exponential decay curve.\n\n\n\n fuelfade - Compared to damping, fade reduces low fuel values faster. Fade velocity rate is in units per second.\n\n\n\n vortstrength - Controls amount of rotation turbulence as a multiplier, a value of 0 will result in no vorticity. High values increase turbulent flow while low values increase laminar flow.\n\n\n\n vortfromvel - Amount of vorticity added from velocity.\n\n\n\n vortfromsmoke - Amount of vorticity added from smoke.\n\n\n\n vortfromtemp - Amount of vorticity added from temperature.\n\n\n\n vortfromfuel - Amount of vorticity added from fuel.\n\n\n\n vortconstant - The baseline vorticity in the simulation.\n\n\n\n ignitiontemp - Specify the minimum temperature required for combustion.\n\n\n\n burnpertemp - Control how much fuel is burned for a given temperature level. Lower Burn per Temp may result in some fuel not burning completely at a certain temperature.\n\n\n\n smokeperburn - Controls amount of smoke generated for each unit of combustion (per burn).\n\n\n\n tempperburn - Controls amount of temperature generated for each unit of combustion (per burn).\n\n\n\n fuelperburn - Controls amount of fuel used for each unit of combustion (per burn).\n\n\n\n buoyancy - Works in conjunction with the parameter Gravity above which sets a vector for use by Buoyancy. Higher values result in greater effect by the Gravity parameter.\n\n\n\n coolingrate - The rate of cooling in the system, exponential.\n\n\n\n expansion - Controls the amount the system's gaseous volume expands.\n\n\n\n velallocweight - If zero, block allocation and deallocation depend on an internal threshold and weighting of Velocity. If non-zero, block allocation and deallocation will be affected by the value of Velocity Alloc Threshold.\n\n\n\n velallocthreshold - If Velocity Alloc Weight is non-zero, block allocation and deallocation is based on this value. In particular, if the velocity magnitude is below this threshold, the block will be deallocated, unless smoke and fuel thresholding (see below) are active.\n\n\n\n smokeallocweight - If zero, block allocation and deallocation depend on an internal threshold and weighting of Smoke density. If non-zero, smoke density affects block allocation and deallocation based on the value of Smoke Alloc Threshold.\n\n\n\n smokeallocthreshold - If Smoke Alloc Weight is non-zero, block allocation and deallocation is based on this value. In particular, if the Smoke density is below this threshold, the block will be deallocated, unless velocity and fuel thresholding are active.\n\n\n\n fuelallocweight - If zero, block allocation and deallocation depend on an internal threshold and weighting of fuel density. If non-zero, fuel density affects block allocation and deallocation based on the value of Fuel Alloc Threshold.\n\n\n\n fuelallocthreshold - If Fuel Alloc Weight is non-zero, block allocation and deallocation is based on this value. In particular, if the Smoke density is below this threshold, the block will be deallocated, unless velocity and smoke thresholding are active.\n\n\n\n\n\n enableshadow - Enables Volume shadow rendering for the simulation. Shadowing generates light intensity values that overwrite the \"burn\" channel of the grid. Values range from 0 to 1, where 0 is fully shadowed. Shadow visibilty can be controlled by enabling 'Override Emitter Intensity Mask' or by adjusting the 'Burn Intensity Mask', 'Burn Alpha Mask', and 'Burn Color Mask' in Nvidia Flow Emitter COMP\n\n\n\n drawshadowdebug - Displays the volume shadow blocks being used. Useful for debugging or optimizing.\n\n\n\n overrideemitter - Automatically adjusts the emitters' render material, so volume shadows are visible. Will override 'Burn Intensity Mask' and 'Intensity Bias' of emitters.\n\n\n\n light - The light source used to generate volume shadow. The light should be a shadow caster. Only the position and orientation of the light are used, color and intensity are ignored.\n\n\n\n shadowresolution - The resolution of the shadow map volume texture. The texture is allocated as a cube, so there will be space for shadowresolution^3 blocks.\n\n\n\n shadowminusage - The initial fraction of volume shadow blocks to allocate memory for.\n\n\n\n shadowmaxusage - The maximum fraction of volume shadow blocks to allocate memory for.\n\n\n\n shadowintensityscale - Scales how dark the shadow will be.\n\n\n\n shadowminintensity - A lower limit for shadow intensity.\n\n\n\n shadowburnmask - Allows the burn value in the simulation to control the blend strength of the shadow. Postive values mean burn increases the blend strength, negative values mean burn decreases the blend strength\n\n\n\n shadowsmokemask - Allows the smoke value in the simulation to control the blend strength of the shadow. Postive values mean smoke increases the blend strength, negative values mean smoke decreases the blend strength\n\n\n\n shadowtempmask - Allows the temperature value in the simulation to control the blend strength of the shadow. Postive values mean temp increases the blend strength, negative values mean temp decreases the blend strength\n\n\n\n shadowfuelmask - Allows the fuel value in the simulation to control the blend strength of the shadow. Postive values mean fuel increases the blend strength, negative values mean fuel decreases the blend strength\n\n\n\n shadowblendbias - An offset that increases or decreases the blend strength by a constant amount. Parts of the grid with a blend value over 1 will have shadows. Parts of the grid with blend value under 1 will not have shadows. Blend values between 0 and 1 scale the strength of shadow.\n\n\n\n\n\n outputresolution - - quickly change the resolution of the 's data.\n\n useinput - Uses the input's resolution. eighth - Multiply the input's resolution by that amount. quarter - Multiply the input's resolution by that amount. half - Multiply the input's resolution by that amount. 2x - Multiply the input's resolution by that amount. 4x - Multiply the input's resolution by that amount. 8x - Multiply the input's resolution by that amount. fit - Grow or shrink the input resolution to fit this resolution, while keeping the aspect ratio the same. limit - Limit the input resolution to be not larger than this resolution, while keeping the aspect ratio the same. custom - Directly control the width and height.\n\n resolution - - Enabled only when the parameter is set to Custom . 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.\n\n resolutionw - resolutionh -\n\n resmenu - A drop-down menu with some commonly used resolutions.\n\n\n\n resmult - Uses the Global 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 Multiplier to a value of half or quarter so it runs at an acceptable speed. By checking this checkbox on, this is affected by the global multiplier.\n\n\n\n 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.)\n\n useinput - Uses the input's aspect ratio. resolution - Uses the aspect of the image's defined resolution (ie 512x256 would be 2:1), whereby each pixel is square. custom - Lets you explicitly define a custom aspect ratio in the Aspect parameter below.\n\n aspect - - Use when Output Aspect parameter is set to Custom Aspect.\n\n aspect1 - aspect2 -\n\n armenu - A drop-down menu with some commonly used aspect ratios.\n\n\n\n inputfiltertype - - This controls pixel filtering on the input image of the .\n\n nearest - Uses nearest pixel or accurate image representation. Images will look jaggy when viewing at any zoom level other than Native . linear - Uses linear filtering between pixels. This is how you get images in viewers to look good at various zoom levels, especially useful when using any Fill Viewer setting other than Native . 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.\n\n fillmode - - Determine how the image is displayed in the viewer.\nNOTE:To get an understanding of how TOPs work with images, you will want to set this to Native as you lay down TOPs when starting out. This will let you see what is actually happening without any automatic viewer resizing.\n\n\n useinput - Uses the same Fill Viewer settings as it's input. fill - Stretches the image to fit the edges of the viewer. width - Stretches image to fit viewer horizontally. height - Stretches image to fit viewer vertically. best - Stretches or squashes image so no part of image is cropped. 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. nativeres - Displays the native resolution of the image in the viewer.\n\n filtertype - - This controls pixel filtering in the viewers.\n\n nearest - Uses nearest pixel or accurate image representation. Images will look jaggy when viewing at any zoom level other than Native . linear - Uses linear filtering between pixels. Use this to get images in viewers to look good at various zoom levels, especially useful when using any Fill Viewer setting other than Native . 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. When the input is 32-bit float format, only nearest filtering will be used (regardless of what is selected).\n\n npasses - Duplicates the operation of the the specified number of times. For every pass after the first it takes the result of the previous pass and replaces the node's first input with the result of the previous pass. One exception to this is the GLSL TOP when using compute shaders, where the input will continue to be the connected 's image.\n\n\n\n chanmask - Allows you to choose which channels (R, G, B, or A) the will operate on. All channels are selected by default.\n\n\n\n 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.\n\n useinput - Uses the input's pixel format. rgba8fixed - Uses 8-bit integer values for each channel. srgba8fixed - Uses 8-bit integer values for each channel and stores color in sRGB colorspace. Note that this does not apply an sRGB curve to the pixel values, it only stores them using an sRGB curve. This means more data is used for the darker values and less for the brighter values. When the values are read downstream they will be converted back to linear. For more information refer to sRGB. rgba16float - Uses 16-bits per color channel, 64-bits per pixel. rgba32float - Uses 32-bits per color channel, 128-bits per pixels. rgb10a2fixed - Uses 10-bits per color channel and 2-bits for alpha, 32-bits total per pixel. rgba16fixed - Uses 16-bits per color channel, 64-bits total per pixel. rgba11float - A RGB floating point format that has 11 bits for the Red and Green channels, and 10-bits for the Blue , 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). rgb16float - rgb32float - mono8fixed - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 8-bits per pixel. mono16fixed - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 16-bits per pixel. mono16float - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 16-bits per pixel. mono32float - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 32-bits per pixel. 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. 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. 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. 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. a8fixed - An Alpha only format that has 8-bits per channel, 8-bits per pixel. a16fixed - An Alpha only format that has 16-bits per channel, 16-bits per pixel. a16float - An Alpha only format that has 16-bits per channel, 16-bits per pixel. a32float - An Alpha only format that has 32-bits per channel, 32-bits per pixel. monoalpha8fixed - A 2 channel format, one value for RGB and one value for Alpha. 8-bits per channel, 16-bits per pixel. monoalpha16fixed - A 2 channel format, one value for RGB and one value for Alpha. 16-bits per channel, 32-bits per pixel. monoalpha16float - A 2 channel format, one value for RGB and one value for Alpha. 16-bits per channel, 32-bits per pixel. monoalpha32float - A 2 channel format, one value for RGB and one value for Alpha. 32-bits per channel, 64-bits per pixel.\n\n\n\n - Texture the Flow simulation will be overlayed onto.\n - A Depth TOP to obscure parts of the Flow Simulation.\n\nExtra Information for the Nvidia Flow can be accessed via an Info CHOP.\n\n\n - - - - - -\n - Horizontal resolution of the in pixels. - Vertical resolution of the in pixels. - Horizontal aspect of the . - Vertical aspect of the . - Depth of 2D or 3D array if this contains a 2D or 3D texture array. - Total amount of texture memory used by this .\n - Number of times the operator has cooked since the process started. - Duration of the last cook in milliseconds. - Frame number when this operator was last cooked relative to the component timeline. - Frame number when this operator was last cooked relative to the absolute time. - Time in milliseconds at which the operator started cooking in the frame it was cooked. - Time in milliseconds at which the operator finished cooking in the frame it was cooked. - 1 if operator was cooked this frame. - Number of warnings in this operator if any. - Number of errors in this operator if any.\nTouchDesigner Build: Latest\\nwikieditorwikieditor2023.112802021.100002020.200002019.146502018.28070\nTOPs\n• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • \n\nAn 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.\n\n\n\nThe Graphics Processing Unit. This is the high-speed, many-core processor of the graphics card/chip that takes geometry, images and data from the CPU and creates images and processed data.\n\n\n\nThe 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.\n\n\n\nThe 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.\n\n\n\nA CHOP outputs one or more channels, where a channel is simply a sequence of numbers (Samples), representing motion, audio, etc. Channels are passed between CHOPs in TouchDesigner networks. Channels can be Exported to Parameters.\n\n\n\nAn Operator Family which operate on Channels (a sequence of numbers (Samples)) which are used for animation, audio, mathematics, simulation, logic, UI construction, and data streamed from/to devices and protocols.\n\n\n\n\n\n\n\n\nRetrieved from \"https://docs.derivative.ca/index.php?title=Nvidia_Flow_TOP&oldid=30320\"",
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"description": "buoyancy - Works in conjunction with the parameter Gravity above which sets a vector for use by Buoyancy. Higher values result in greater effect by the Gravity parameter.",
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"description": "coolingrate - The rate of cooling in the system, exponential.",
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"description": "expansion - Controls the amount the system's gaseous volume expands.",
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"description": "velallocweight - If zero, block allocation and deallocation depend on an internal threshold and weighting of Velocity. If non-zero, block allocation and deallocation will be affected by the value of Velocity Alloc Threshold.",
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"description": "light - The light source used to generate volume shadow. The light should be a shadow caster. Only the position and orientation of the light are used, color and intensity are ignored.",
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"description": "shadowresolution - The resolution of the shadow map volume texture. The texture is allocated as a cube, so there will be space for shadowresolution^3 blocks.",
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"lastUpdated": "2025-08-08T00:37:48.524Z",
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{
"id": null,
"name": "Smoke Blend Mask",
"label": "Smoke Blend Mask",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
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"pattern": null,
"isArray": false,
"arraySize": 1,
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"description": "shadowsmokemask - Allows the smoke value in the simulation to control the blend strength of the shadow. Postive values mean smoke increases the blend strength, negative values mean smoke decreases the blend strength",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
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{
"id": null,
"name": "Temp Blend Mask",
"label": "Temp Blend Mask",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
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"isArray": false,
"arraySize": 1,
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"description": "shadowtempmask - Allows the temperature value in the simulation to control the blend strength of the shadow. Postive values mean temp increases the blend strength, negative values mean temp decreases the blend strength",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
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{
"id": null,
"name": "Fuel Blend Mask",
"label": "Fuel Blend Mask",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
"maxValue": null,
"step": null,
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"menuLabels": [],
"allowCustom": false,
"maxLength": null,
"pattern": null,
"isArray": false,
"arraySize": 1,
"dimensions": 1,
"description": "shadowfuelmask - Allows the fuel value in the simulation to control the blend strength of the shadow. Postive values mean fuel increases the blend strength, negative values mean fuel decreases the blend strength",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
"isExpression": false,
"isPython": false,
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"order": 0,
"isVisible": true,
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},
{
"id": null,
"name": "Blend Bias",
"label": "Blend Bias",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
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"arraySize": 1,
"dimensions": 1,
"description": "shadowblendbias - An offset that increases or decreases the blend strength by a constant amount. Parts of the grid with a blend value over 1 will have shadows. Parts of the grid with blend value under 1 will not have shadows. Blend values between 0 and 1 scale the strength of shadow.",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
"isExpression": false,
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"order": 0,
"isVisible": true,
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"lastUpdated": "2025-08-08T00:37:48.524Z",
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},
{
"id": null,
"name": "Output Resolution",
"label": "Output Resolution",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
"maxValue": null,
"step": null,
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"arraySize": 1,
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"description": "outputresolution - - quickly change the resolution of the 's data.\n\n useinput - Uses the input's resolution. eighth - Multiply the input's resolution by that amount. quarter - Multiply the input's resolution by that amount. half - Multiply the input's resolution by that amount. 2x - Multiply the input's resolution by that amount. 4x - Multiply the input's resolution by that amount. 8x - Multiply the input's resolution by that amount. fit - Grow or shrink the input resolution to fit this resolution, while keeping the aspect ratio the same. limit - Limit the input resolution to be not larger than this resolution, while keeping the aspect ratio the same. custom - Directly control the width and height.",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
"isExpression": false,
"isPython": false,
"dependsOn": [],
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"order": 0,
"isVisible": true,
"conditionalDisplay": null,
"isValid": true,
"validationErrors": [],
"lastUpdated": "2025-08-08T00:37:48.524Z",
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},
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"id": null,
"name": "Use Input",
"label": "Use Input",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
"maxValue": null,
"step": null,
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"allowCustom": false,
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"arraySize": 1,
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"description": "useinput - Uses the input's resolution. eighth - Multiply the input's resolution by that amount. quarter - Multiply the input's resolution by that amount. half - Multiply the input's resolution by that amount. 2x - Multiply the input's resolution by that amount. 4x - Multiply the input's resolution by that amount. 8x - Multiply the input's resolution by that amount. fit - Grow or shrink the input resolution to fit this resolution, while keeping the aspect ratio the same. limit - Limit the input resolution to be not larger than this resolution, while keeping the aspect ratio the same. custom - Directly control the width and height.",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
"isExpression": false,
"isPython": false,
"dependsOn": [],
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"expressionLanguage": "",
"defaultExpression": "",
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"order": 0,
"isVisible": true,
"conditionalDisplay": null,
"isValid": true,
"validationErrors": [],
"lastUpdated": "2025-08-08T00:37:48.524Z",
"rawData": {},
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},
{
"id": null,
"name": "Resolution",
"label": "Resolution",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
"maxValue": null,
"step": null,
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"menuLabels": [],
"allowCustom": false,
"maxLength": null,
"pattern": null,
"isArray": false,
"arraySize": 1,
"dimensions": 1,
"description": "resolution - - Enabled only when the parameter is set to Custom . 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.\n\n resolutionw - resolutionh -",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
"isExpression": false,
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"order": 0,
"isVisible": true,
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"lastUpdated": "2025-08-08T00:37:48.524Z",
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},
{
"id": null,
"name": "W",
"label": "W",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
"maxValue": null,
"step": null,
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"menuLabels": [],
"allowCustom": false,
"maxLength": null,
"pattern": null,
"isArray": false,
"arraySize": 1,
"dimensions": 1,
"description": "resolutionw - resolutionh -",
"tooltip": "",
"help": "",
"units": "",
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"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
"isExpression": false,
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"order": 0,
"isVisible": true,
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"lastUpdated": "2025-08-08T00:37:48.524Z",
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},
{
"id": null,
"name": "Resolution Menu",
"label": "Resolution Menu",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
"maxValue": null,
"step": null,
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"menuLabels": [],
"allowCustom": false,
"maxLength": null,
"pattern": null,
"isArray": false,
"arraySize": 1,
"dimensions": 1,
"description": "resmenu - A drop-down menu with some commonly used resolutions.",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
"isExpression": false,
"isPython": false,
"dependsOn": [],
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"order": 0,
"isVisible": true,
"conditionalDisplay": null,
"isValid": true,
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"lastUpdated": "2025-08-08T00:37:48.525Z",
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},
{
"id": null,
"name": "Use Global Res Multiplier",
"label": "Use Global Res Multiplier",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
"maxValue": null,
"step": null,
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"description": "resmult - Uses the Global 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 Multiplier to a value of half or quarter so it runs at an acceptable speed. By checking this checkbox on, this is affected by the global multiplier.",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
"isExpression": false,
"isPython": false,
"dependsOn": [],
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"order": 0,
"isVisible": true,
"conditionalDisplay": null,
"isValid": true,
"validationErrors": [],
"lastUpdated": "2025-08-08T00:37:48.525Z",
"rawData": {},
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},
{
"id": null,
"name": "Output Aspect",
"label": "Output Aspect",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
"maxValue": null,
"step": null,
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"allowCustom": false,
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"description": "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.)\n\n useinput - Uses the input's aspect ratio. resolution - Uses the aspect of the image's defined resolution (ie 512x256 would be 2:1), whereby each pixel is square. custom - Lets you explicitly define a custom aspect ratio in the Aspect parameter below.",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
"isExpression": false,
"isPython": false,
"dependsOn": [],
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"order": 0,
"isVisible": true,
"conditionalDisplay": null,
"isValid": true,
"validationErrors": [],
"lastUpdated": "2025-08-08T00:37:48.525Z",
"rawData": {},
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},
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"id": null,
"name": "Use Input",
"label": "Use Input",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
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"description": "useinput - Uses the input's aspect ratio. resolution - Uses the aspect of the image's defined resolution (ie 512x256 would be 2:1), whereby each pixel is square. custom - Lets you explicitly define a custom aspect ratio in the Aspect parameter below.",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
"isExpression": false,
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"order": 0,
"isVisible": true,
"conditionalDisplay": null,
"isValid": true,
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"lastUpdated": "2025-08-08T00:37:48.525Z",
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},
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"id": null,
"name": "Aspect",
"label": "Aspect",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
"maxValue": null,
"step": null,
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"menuLabels": [],
"allowCustom": false,
"maxLength": null,
"pattern": null,
"isArray": false,
"arraySize": 1,
"dimensions": 1,
"description": "aspect - - Use when Output Aspect parameter is set to Custom Aspect.\n\n aspect1 - aspect2 -",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
"isExpression": false,
"isPython": false,
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"order": 0,
"isVisible": true,
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},
{
"id": null,
"name": "Aspect1",
"label": "Aspect1",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
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"step": null,
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"arraySize": 1,
"dimensions": 1,
"description": "aspect1 - aspect2 -",
"tooltip": "",
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"isReadOnly": false,
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},
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"id": null,
"name": "Aspect Menu",
"label": "Aspect Menu",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
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"isArray": false,
"arraySize": 1,
"dimensions": 1,
"description": "armenu - A drop-down menu with some commonly used aspect ratios.",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
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"order": 0,
"isVisible": true,
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"lastUpdated": "2025-08-08T00:37:48.525Z",
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},
{
"id": null,
"name": "Input Smoothness",
"label": "Input Smoothness",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
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"step": null,
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"description": "inputfiltertype - - This controls pixel filtering on the input image of the .\n\n nearest - Uses nearest pixel or accurate image representation. Images will look jaggy when viewing at any zoom level other than Native . linear - Uses linear filtering between pixels. This is how you get images in viewers to look good at various zoom levels, especially useful when using any Fill Viewer setting other than Native . 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.",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
"isExpression": false,
"isPython": false,
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"order": 0,
"isVisible": true,
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"isValid": true,
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"lastUpdated": "2025-08-08T00:37:48.525Z",
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},
{
"id": null,
"name": "Nearest Pixel",
"label": "Nearest Pixel",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
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"description": "nearest - Uses nearest pixel or accurate image representation. Images will look jaggy when viewing at any zoom level other than Native . linear - Uses linear filtering between pixels. This is how you get images in viewers to look good at various zoom levels, especially useful when using any Fill Viewer setting other than Native . 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.",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
"isExpression": false,
"isPython": false,
"dependsOn": [],
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"order": 0,
"isVisible": true,
"conditionalDisplay": null,
"isValid": true,
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"lastUpdated": "2025-08-08T00:37:48.525Z",
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},
{
"id": null,
"name": "Fill Viewer",
"label": "Fill Viewer",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
"maxValue": null,
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"allowCustom": false,
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"arraySize": 1,
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"description": "fillmode - - Determine how the image is displayed in the viewer.\nNOTE:To get an understanding of how TOPs work with images, you will want to set this to Native as you lay down TOPs when starting out. This will let you see what is actually happening without any automatic viewer resizing.\n\n\n useinput - Uses the same Fill Viewer settings as it's input. fill - Stretches the image to fit the edges of the viewer. width - Stretches image to fit viewer horizontally. height - Stretches image to fit viewer vertically. best - Stretches or squashes image so no part of image is cropped. 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. nativeres - Displays the native resolution of the image in the viewer.",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
"isExpression": false,
"isPython": false,
"dependsOn": [],
"affects": [],
"linkedTo": [],
"expressionLanguage": "",
"defaultExpression": "",
"commonExpressions": [],
"order": 0,
"isVisible": true,
"conditionalDisplay": null,
"isValid": true,
"validationErrors": [],
"lastUpdated": "2025-08-08T00:37:48.525Z",
"rawData": {},
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},
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"id": null,
"name": "Use Input",
"label": "Use Input",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
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"step": null,
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"isArray": false,
"arraySize": 1,
"dimensions": 1,
"description": "useinput - Uses the same Fill Viewer settings as it's input. fill - Stretches the image to fit the edges of the viewer. width - Stretches image to fit viewer horizontally. height - Stretches image to fit viewer vertically. best - Stretches or squashes image so no part of image is cropped. 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. nativeres - Displays the native resolution of the image in the viewer.",
"tooltip": "",
"help": "",
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"description": "nearest - Uses nearest pixel or accurate image representation. Images will look jaggy when viewing at any zoom level other than Native . linear - Uses linear filtering between pixels. Use this to get images in viewers to look good at various zoom levels, especially useful when using any Fill Viewer setting other than Native . 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. When the input is 32-bit float format, only nearest filtering will be used (regardless of what is selected).",
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"description": "npasses - Duplicates the operation of the the specified number of times. For every pass after the first it takes the result of the previous pass and replaces the node's first input with the result of the previous pass. One exception to this is the GLSL TOP when using compute shaders, where the input will continue to be the connected 's image.",
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"description": "chanmask - Allows you to choose which channels (R, G, B, or A) the will operate on. All channels are selected by default.",
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"description": "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.\n\n useinput - Uses the input's pixel format. rgba8fixed - Uses 8-bit integer values for each channel. srgba8fixed - Uses 8-bit integer values for each channel and stores color in sRGB colorspace. Note that this does not apply an sRGB curve to the pixel values, it only stores them using an sRGB curve. This means more data is used for the darker values and less for the brighter values. When the values are read downstream they will be converted back to linear. For more information refer to sRGB. rgba16float - Uses 16-bits per color channel, 64-bits per pixel. rgba32float - Uses 32-bits per color channel, 128-bits per pixels. rgb10a2fixed - Uses 10-bits per color channel and 2-bits for alpha, 32-bits total per pixel. rgba16fixed - Uses 16-bits per color channel, 64-bits total per pixel. rgba11float - A RGB floating point format that has 11 bits for the Red and Green channels, and 10-bits for the Blue , 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). rgb16float - rgb32float - mono8fixed - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 8-bits per pixel. mono16fixed - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 16-bits per pixel. mono16float - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 16-bits per pixel. mono32float - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 32-bits per pixel. 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. 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. 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. 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. a8fixed - An Alpha only format that has 8-bits per channel, 8-bits per pixel. a16fixed - An Alpha only format that has 16-bits per channel, 16-bits per pixel. a16float - An Alpha only format that has 16-bits per channel, 16-bits per pixel. a32float - An Alpha only format that has 32-bits per channel, 32-bits per pixel. monoalpha8fixed - A 2 channel format, one value for RGB and one value for Alpha. 8-bits per channel, 16-bits per pixel. monoalpha16fixed - A 2 channel format, one value for RGB and one value for Alpha. 16-bits per channel, 32-bits per pixel. monoalpha16float - A 2 channel format, one value for RGB and one value for Alpha. 16-bits per channel, 32-bits per pixel. monoalpha32float - A 2 channel format, one value for RGB and one value for Alpha. 32-bits per channel, 64-bits per pixel.",
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"description": "useinput - Uses the input's pixel format. rgba8fixed - Uses 8-bit integer values for each channel. srgba8fixed - Uses 8-bit integer values for each channel and stores color in sRGB colorspace. Note that this does not apply an sRGB curve to the pixel values, it only stores them using an sRGB curve. This means more data is used for the darker values and less for the brighter values. When the values are read downstream they will be converted back to linear. For more information refer to sRGB. rgba16float - Uses 16-bits per color channel, 64-bits per pixel. rgba32float - Uses 32-bits per color channel, 128-bits per pixels. rgb10a2fixed - Uses 10-bits per color channel and 2-bits for alpha, 32-bits total per pixel. rgba16fixed - Uses 16-bits per color channel, 64-bits total per pixel. rgba11float - A RGB floating point format that has 11 bits for the Red and Green channels, and 10-bits for the Blue , 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). rgb16float - rgb32float - mono8fixed - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 8-bits per pixel. mono16fixed - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 16-bits per pixel. mono16float - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 16-bits per pixel. mono32float - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 32-bits per pixel. 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. 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. 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. 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. a8fixed - An Alpha only format that has 8-bits per channel, 8-bits per pixel. a16fixed - An Alpha only format that has 16-bits per channel, 16-bits per pixel. a16float - An Alpha only format that has 16-bits per channel, 16-bits per pixel. a32float - An Alpha only format that has 32-bits per channel, 32-bits per pixel. monoalpha8fixed - A 2 channel format, one value for RGB and one value for Alpha. 8-bits per channel, 16-bits per pixel. monoalpha16fixed - A 2 channel format, one value for RGB and one value for Alpha. 16-bits per channel, 32-bits per pixel. monoalpha16float - A 2 channel format, one value for RGB and one value for Alpha. 16-bits per channel, 32-bits per pixel. monoalpha32float - A 2 channel format, one value for RGB and one value for Alpha. 32-bits per channel, 64-bits per pixel.",
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