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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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{
  "id": "nvidia_flow_emitter",
  "name": "NVIDIA Flow",
  "displayName": "NVIDIA Flow",
  "category": "COMP",
  "subcategory": "Components",
  "version": "",
  "lastUpdated": "2025-08-08T00:37:48.504Z",
  "sourceFile": "C:\\Program Files\\Derivative\\TouchDesigner\\Samples\\Learn\\OfflineHelp\\https.docs.derivative.ca\\Nvidia_Flow_Emitter_COMP.htm",
  "url": "",
  "description": "OS: This operator is only supported under the Microsoft Windows operating system.Hardware: This operator only works with Nvidia GPUs.",
  "summary": "OS: This operator is only supported under the Microsoft Windows operating system.Hardware: This operator only works with Nvidia GPUs.",
  "details": "",
  "usage": "",
  "tips": [],
  "warnings": [],
  "parameters": [
    {
      "id": null,
      "name": "Active",
      "label": "Active",
      "group": "General",
      "page": "",
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      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
      "maxValue": null,
      "step": null,
      "menuItems": [],
      "menuLabels": [],
      "allowCustom": false,
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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  is the fuel emitter for the Flow simulation and can be placed anywhere in the 3D scene.\nSee also Nvidia Flow TOP, Nvidia Flow.\nflowEmitterCOMP_Class\n\nContents\n \n \n \n \n \n \n \n \n\n \n \n \n \n \n \n\n\n\n\n\n  active - Turns the emitter On or Off.\n\n\n\n  mode -  - Select Emitter or Collider mode.\n\n emitter - Emitter will act as a fuel emitter for the system injecting a specific amount of fluw into the simulation each step. collider - Collider will act as a rigid object which the combustion simulation will collide with.\n\n  type -  - Select the shape type used for the emitter.\n\n sphere - Creates a sphere emitter, dimensions controlled by the Radius parameter below. box - Creates a box emitter, dimensions controlled by the Size parameter below. capsule - Create a capsule emitter, like a tube with cap ends. The dimensions are controlled by the Radius and Length parameters below. shapeop - Uses the  specified in the Shape  parameter below to create an emitter in the shape of the image. The Shape  cannot exceed 2048x2048 resolution. sop - Uses the  specified in the Shape OP parameter below to create an emitter with the shape of the 's geometry.\n\n  size -  - Controls the dimensions of the emitter when using Box or Shape  types.\n\n sizex - Scale in x. sizey - Scale in y. sizez - Scale in z.\n\n  radius - Controls the radius of the emitter when using the Sphere or Capsule types.\n\n\n\n  length - Control the length of the emitter when using the Capsule type.\n\n\n\n  shapeop - Specify the  or  to use as an emitter when Type parameter is set to Shape  / Shape  respectively. For  emitters the resolution cannot exceed 2048x2048.\n\n\n\n  shapechannel - Allows use of different channels to determine the shape of the emitter created when using Shape .\n\n\n\n  shapethreshold - Pixels greater than or equal to the threshold value are used for emission, pixels below the threshold value are ignored.\n\n\n\n  centerofmass -  - Specifies the center of mass of the emitter.\n\n centerofmassx - centerofmassy - centerofmassz -\n\n  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.\n\n\n\n  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.\n\n\n\n    \nFigure1: Left-side Inner Width = 1.0, Center uses narrow width for both, Right-side Outer Width = 1.0\n\n  linearvel -  - Target linear velocity of the fuel added to the system.\n\n linearvelx - Linear velocity in x. linearvely - Linear velocity in y. linearvelz - Linear velocity in z.\n\n  angularvel -  - Target angular velocity of the fuel added to the system. Think of this as 'rotational velocity.\n\n angularvelx - Angular velocity in x. angularvely - Angular velocity in y. angularvelz - Angular velocity in z.\n\n  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.\n\n velcorratex - velcorratey - velcorratez -\n\n  smoke - Amount of smoke produced per unit of fuel in the system.\n\n\n\n  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.\n\n\n\n  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.\n\n\n\n  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.\n\n\n\n  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.\n\n\n\n  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.\n\n\n\n  fuelreleasetemp - THe temperature required in the system to trigger addition Fuel Release set in the parameter below.\n\n\n\n  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.\n\n\n\n  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.\nThe effect of this parameter can be visualized by turning 'Show Blocks' parameter On in the Nvidia Flow TOP.\n\n\n\n  allocpredict - Controls the emitter's direction block allocation prediction, used for pre-allocation of blocks for fast emitters.\nThe effect of this parameter can be visualized by turning 'Show Blocks' parameter On in the Nvidia Flow TOP.\n\n\n\n\n\n  color -  - The base color of the combustion.\n\n colorr - colorg - colorb - colora -\n\n  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.\n\n\n\n  alphascale - Alpha calculations (determined by Alpha Bias and Alpha Masks below) are multiplied by this value for a final Alpha value.\n\n\n\n  alphabias - This value is added to alpha before final alpha values are calculated using the Alpha Mask parameters below.\n\n\n\n  intensitybias - A mulitplier for the color contribution. Useful to use with the Additive Factor parameter below.\n\n\n\n  additivefactor - Controls an additive effect in the rendering ie. transparency is added together giving hotspots and brighter color where there is more gas burning.\n\n\n\nFlow 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.\nThe final color value is calculated using ((Burn * Burn Mask) + (Smoke * Smoke Mask) + (Temp * Temp Mask) + (Fuel * Fuel Mask)) \nIntensity brightens the respective Color and Alpha like a multiplier.\n\n  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.\n\n\n\n  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.\n\n\n\n  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.\n\n\n\n  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.\n\n\n\n  burnalphamask - Controls the transparency of the Burn Color above.\n\n\n\n  smokealphamask - Controls the transparency of the Smoke Color above.\n\n\n\n  tempalphamask - Controls the transparency of the Temp Color above.\n\n\n\n  fuelalphamask - Controls the transparency of the Fuel Color above.\n\n\n\n  burnintensitymask - Controls the intensity of the Burn Color above. This value is a multiplier and accepts values greater than 1.0.\n\n\n\n  smokeintensitymask - Controls the intensity of the Smoke Color above. This value is a multiplier and accepts values greater than 1.0.\n\n\n\n  tempintensitymask - Controls the intensity of the Temp Color above. This value is a multiplier and accepts values greater than 1.0.\n\n\n\n  fuelintensitymask - Controls the intensity of the Fuel Color above. This value is a multiplier and accepts values greater than 1.0.\n\n\n\n\n\nThe Xform parameter page controls the object component's transform in world space.\n\n  xord -  - This allows you to specify the order in which the changes to your  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.\n\n srt - str - rst - rts - tsr - trs -\n\n  rord -  - This allows you to set the transform order for the 's rotations. As with transform order (above), changing the order in which the 's rotations take place will alter the 's final position.\tA Rotation order of Rx Ry Rz would create the final rotation matrix as follows R = Rz * Ry * Rx\n\n xyz - R = Rz * Ry * Rx xzy - R = Ry * Rz * Rx yxz - R = Rz * Rx * Ry yzx - R = Rx * Rz * Ry zxy - R = Ry * Rx * Rz zyx - R = Rx * Ry * Rz\n\n  t -  - This allows 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  in the Viewport with the Select & Transform state.\n\n tx - ty - tz -\n\n  r -  - Theis specifies 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  in the Viewport with the Select & Transform state.\n\n rx - ry - rz -\n\n  s -  - This specifies 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  in the Viewport with the Select & Transform state.\n\n sx - sy - sz -\n\n  p -  - The Pivot point edit fields allow you to define the point about which a  scales and rotates. Altering the pivot point of a  produces different results depending on the transformation performed on the .\t\nFor example, during a scaling operation, if the pivot point of an  is located at -1, -1, 0 and you wanted to scale the  by 0.5 (reduce its size by 50%), the  would scale toward the pivot point and appear to slide down and to the left.\t\t\t\n\t\t\t\nIn the example above, rotations performed on an  with different pivot points produce very different results.\n\n\n px - py - pz -\n\n  scale - This field allows you to change the size of an  uniformly along the three axes.\t\n 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.\n\n\n\n  parentxformsrc -  - Select what position is used as the transform source for this obejct. Can be one of \"Parent ()\", \"Specify Parent \", or \"World Origin\".\n\n hierarchy - specify - worldorigin -\n\n  parentobject - Allows the location of the object to be constrained to any other object whose path is specified in this parameter.\n\n\n\n  lookat - Allows you to orient this  by naming another 3D  you would like it to , or point to. Once you have designated this  to look at, it will continue to face that , even if you move it. This is useful if, for instance, you want a camera to follow another 's movements. The  parameter points the  in question at the other 's origin.\t\n To designate a center of interest for the camera that doesn't appear in your scene, create a Null  and disable its display flag. Then Parent the Camera to the newly created Null , and tell the camera to look at this  using the  parameter. You can direct the attention of the camera by moving the Null  with the Select state. If you want to see both the camera and the Null , enable the Null '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.\n\n\n\n  forwarddir -  - Sets which axis and direction is considered the forward direction.\n\n posx - negx - posy - negy - posz - negz -\n\n  lookup -  - When specifying a , 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 , for example, passes through the Y axis of the target .\t\n - Use this option if the look at  does not pass through the Y axis of the target .\n - This precisely defines the rotates on the  doing the looking. The  specified should not be parallel to the look at direction. See  below.\n - 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.\n off - on - quat - roll -\n\n  pathsop - Names the  that functions as the path you want this  to move along. For instance, you can name a  that provides a path for the camera to follow.\n\n\n\n  roll - Using the angle control you can specify a 's rotation as it animates along the path.\n\n\n\n  pos - This parameter lets you specify the  of the  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.\n\n\n\n  pathorient - If this option is selected, the  will be oriented along the path. The positive Z axis of the  will be pointing down the path.\n\n\n\n  up -  - When orienting a , the  is used to determine where the positive Y axis points.\n\n upx - upy - upz -\n\n  bank - The  rolls the  based on the curvature of the path at its current position. To turn off auto-banking, set the bank scale to 0.\n\n\n\n\n\nThe 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.\n\n  pxform - Enables the transformation on this page.\n\n\n\n  pxord -  - Refer to the documentation on Xform page for more information.\n\n srt - str - rst - rts - tsr - trs -\n\n  prord -  - Refer to the documentation on Xform page for more information.\n\n xyz - xzy - yxz - yzx - zxy - zyx -\n\n  pt -  - Refer to the documentation on Xform page for more information.\n\n ptx - pty - ptz -\n\n  pr -  - Refer to the documentation on Xform page for more information.\n\n prx - pry - prz -\n\n  ps -  - Refer to the documentation on Xform page for more information.\n\n psx - psy - psz -\n\n  pp -  - Refer to the documentation on Xform page for more information.\n\n ppx - ppy - ppz -\n\n  pscale - Refer to the documentation on Xform page for more information.\n\n\n\n  preset - This button will reset this page's transform so it has no translate/rotate/scale.\n\n\n\n  pcommit - This button will copy the transform from this page to the main Xform page, and reset this page's transform.\n\n\n\n  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.\n\n\n\n\n\nThe  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. \n's attributes can be individually driven by the data from any type of . When the instance data is supplied by a , the 's RGBA channels are assigned to instance attributes, when data is supplied by a , the 's channels are assigned to instance attributes, when from a  then the 's attributes are assigned to instance attributes, and when a  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  2 and  3 parameter pages.\n\n  instancing - Turns on instancing for the Geometry .\n\n\n\n  instancecountmode -  - Two modes to determine how many instances will be created.\n\n manual - Use the Num Instances parameter below to set the number of instances. oplength - The number of  samples/ rows in the  / determines the number of instances.\n\n  numinstances - When using the Manual mode for  Count, this parameter set the number of instances.\n\n\n\n  instanceop - Specify a path to a  or  used to transform the instances. Number of samples/rows in this  or  determines the number of instances when using the  Length/ Num Rows mode for  Count.\n\n\n\n  instancefirstrow -  - What to do with the first row of a table  when using  rows for  Count.\n\n ignored - The first row is ignored and it's values won't be used as part of an instance. Indices must be used to select the columns to use for instance attributes. names - The first row contains column names which can be used to select which columns to use from the table. values - The first row is considered to contain values for the first instance. Indices must be used to select the columns to use for instance attributes.\n\n  instxord -  - Controls the order the transform operations will be applied to each instance. Refer to the documentation for the Xform page for more details.\n\n srt - str - rst - rts - tsr - trs -\n\n  instrord -  - The rotational matrix presented when you click on this option allows you to set the transform order for the 's rotations. As with transform order (above), changing the order in which the 's rotations take place will alter the 's final position.\n\n xyz - xzy - yxz - yzx - zxy - zyx -\n\n  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  ' on the  parameter page can be used.\n\n\n\n  instanceactive - Select the data channel that will be used to control which instances are rendered. Only instances with a non-zero value in this channel will be rendered; instances with a zero active channel value will be skipped. If no data is assigned to this channel then all instances are rendered. Use the drop-down menu on the right to easily select from the available options.\n\n\n\n  instancetx - Select what data to use to translate instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n  instancety - Select what data to use to translate instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n  instancetz - Select what data to use to translate instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n  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  ' on the  parameter page can be used.\n\n\n\n  instancerx - Select what data to use to rotate instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n  instancery - Select what data to use to rotate instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n  instancerz - Select what data to use to rotate instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n  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  ' on the  parameter page can be used.\n\n\n\n  instancesx - Select what data to use to scale instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n  instancesy - Select what data to use to scale instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n  instancesz - Select what data to use to scale instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n  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  ' on the  parameter page can be used.\n\n\n\n  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.\n\n\n\n  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.\n\n\n\n  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.\n\n\n\n\n\nWhen the instance data is supplied by a , the 's RGBA channels are assigned to instance attributes; when data is supplied by a , the 's channels are assigned to instance attributes; when from a  then the 's attributes are assigned to instance attributes; and when a  is used then a column is assigned to the instances attributes.\n\n  instancerottoorder -  - Controls where in the transform equation the Rotate To Vector operation is applied.\n\n default - The Rotate to Vector operation will be applied before 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 . prerot - The Rotate To Vector operation will be applied after the main rotation as part of the TRS order. I.e  T * (RotToVector * R) * S * Position,  (RotToVector * R) * S * T * Position. postrot - The Rotate To Vector operation will be applied before the main rotation as part of the TRS order. I.e  T * (R * RotToVector) * S * Position,  (R * RotToVector) * S * T * Position.\n\n  instancerottoforward -  - Determine which axis for the geometry original orientation is considered 'forward'. That is, it'll treat the part of the geometry that is looking down that axis as the front and rotate it so it's aligned with the rotate to vector direction.\n\n posx - negx - posy - negy - posz - negz -\n\n  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  ' on the  parameter page can be used.\n\n\n\n  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.\n\n\n\n  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.\n\n\n\n  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.\n\n\n\n  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  ' on the  parameter page can be used.\n\n\n\n  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.\n\n\n\n  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\n\n\n\n  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\n\n\n\n  instanceorder -  - Sets how transforms are applied to the instances.\n\n instanceworld - Use the individual instance transforms first, then apply the world transform (i.e. Xform and Pre-Xform parameter pages). worldXform * instanceXForm * Position worldinstance - Use the world transform first, then apply the individual instance transforms. instanceXForm * worldXForm * Position\n\n  instancetexmode -  - Set how the texture coordinates are applied to the instances.\n\n replace - Replaces texture coordinates. transform - Offsets texture coordinates.\n\n  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  ' on the  parameter page can be used.\n\n\n\n  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 .\n\n\n\n  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 .\n\n\n\n  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 .\n\n\n\n  instancecolormode -  - Controls how the instance color values interact with the SOPs 'Cd' (diffuse color) attribute. If the  doesn't have a 'Cd' attribute, then it will behave as if its 'Cd' is (1, 1, 1, 1).\n\n replace - multiply - add - subtract -\n\n  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  ' on the  parameter page can be used.\n\n\n\n  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.\n\n\n\n  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.\n\n\n\n  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.\n\n\n\n  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.\n\n\n\n  instancetexs -  - Specify the paths one or more  containing the textures to use with the instances. Wildcards and pattern matching is supported.\n\n  instancetexextendu -  - \n\n hold - zero - repeat - mirror -\n\n  instancetexextendv -  - \n\n hold - zero - repeat - mirror -\n\n  instancetexextendw -  - \n\n hold - zero - repeat - mirror -\n\n  instancetexfilter -  - \n\n nearest - linear - mipmaplinear -\n\n  instancetexanisotropy -  - \n\n off - 2x - 4x - 8x - 16x -\n\n\n\n\nThis 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 \" 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. Currently on Windows at most 16384 textures can be used at once, and on macOS at most 128 textures can be used at once. These numbers are reduced by other textures that are used by the render such as other maps, cone light lookup map etc.\n\n  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  ' on the  parameter page can be used.\n\n\n\n  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.\n\n\n\n\n\nThe Display parameter page controls the component's material and rendering settings.\n\n  material - Selects a MAT to apply to the geometry inside.\n\n\n\n  render - Whether the 's geometry is visible in the Render TOP. This parameter works in conjunction (logical AND) with the 's Render Flag.\n\n\n\n  drawpriority - Determines the order in which the Components are drawn. Smaller values get drawn after larger values. The value is compared with other Components in the same parent , or if the  is the top level one listed in the Render 's '' parameter, then against other top-level Components listed there. This value is most often used to help with Transparency.\n\n\n\n  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.\n\n\n\n  wcolor -  - Use the R, G, and B fields to set the 's color when displayed in wireframe shading mode.\n\n wcolorr - wcolorg - wcolorb -\n\n  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.\n\n\n\n\n\nThe  parameter page sets the component's python extensions.  Please see extensions for more information.\n\n  ext - Sequence of info for creating extensions on this component\n\n\n\n  ext0object - A number of class instances that can be attached to the component.\n\n\n    \n  ext0name - Optional name to search by, instead of the instance class name.\n\n\n\n  ext0promote - 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\n\n\n\n\n  reinitextensions - Recompile all extension objects. Normally extension objects are compiled only when they are referenced and their definitions have changed.\n\n\n\n\n\nThe Common parameter page sets the component's node viewer and clone relationships.\n\n  parentshortcut - Specifies a name you can use anywhere inside the component as the path to that component. See Parent Shortcut.\n\n\n\n  opshortcut - Specifies a name you can use anywhere at all as the path to that component. See Global OP Shortcut.\n\n\n\n  iop - Sequence header for internal operators.\n\n\n\n  iop0shortcut - Specifies a name you can use anywhere inside the component as a path to \"Internal \" below. See Internal Operators.\n\n\n\n  iop0op - The path to the Internal OP inside this component. See Internal Operators.\n\n\n\n\n  nodeview -  - Determines what is displayed in the node viewer, also known as the Node Viewer. Some options will not be available depending on the  type (Object Component, Panel Component, Misc.)\n\n default - Displays the default viewer for the component type, a 3D Viewer for Object COMPS and a  Viewer for Panel COMPs. opviewer - Displays the node viewer from any operator specified in the Operator Viewer parameter below.\n\n  opviewer - Select which operator's node viewer to use when the Node View parameter above is set to Operator .\n\n\n\n  enablecloning - Control if the OP should be actively cloneing. Turning this off causes this node to stop cloning it's ' Master'.\n\n\n\n  enablecloningpulse - Instantaneously clone the contents.\n\n\n\n  clone -  to a component used as the Master Clone.\n\n\n\n  loadondemand - Loads the component into memory only when required. Good to use for components that are not always used in the project.\n\n\n\n  enableexternaltox - When on (default), the external  file will be loaded when the  starts and the contents of the  will match that of the external . This can be turned off to avoid loading from the referenced external  on startup if desired (the contents of the  are instead loaded from the  file). Useful if you wish to have a  reference an external  but not always load from it unless you specifically push the Re-Init Network parameter button.\n\n\n\n  enableexternaltoxpulse - This button will re-load from the external  file (if present).\n\n\n\n  externaltox -  to a  file on disk which will source the component's contents upon start of a . This allows for components to contain networks that can be updated independently. If the  file can not be found, whatever the  file was saved with will be loaded.\n\n\n\n  reloadcustom - When this checkbox is enabled, the values of the component's Custom Parameters are reloaded when the .tox is reloaded. This only affects top-level parameters on the component, all parameters on nodes inside the component are always reloaded with the .tox.\n\n\n\n  reloadbuiltin - When this checkbox is enabled, the values of the component's built-in parameters are reloaded when the .tox is reloaded. This only affects top-level parameters on the component, all parameters on nodes inside the component are always reloaded with the .tox.\n\n\n\n  savebackup - When this checkbox is enabled, a backup copy of the component specified by the External  parameter is saved in the  file.  This backup copy will be used if the External  can not be found. This may happen if the  was renamed, deleted, or the  file is running on another computer that is missing component media.\n\n\n\n  subcompname - When loading from an External  file, this option allows you to reach into the  and pull out a  and make that the top-level , ignoring everything else in the file (except for the contents of that ). For example if a  file named project1 contains project1/geo1, putting geo1 as the Sub- to Load, will result in geo1 being loaded in place of the current . If this parameter is blank, it just loads the  file normally using the top level  in the file.\n\n\n\n  relpath -  - Set whether the child file paths within this  are relative to the  itself or the , or inherit from parent.\n\n inherit - Inherit setting from parent. project - The path, when specified as a relative path, will be relative to the  file. externaltox - The path, when specified as a relative path, will be relative to the  file. When no external  file is specified, or when Enable External  is not toggled on, this doesn't have any impact.\n\n\n\nExtra Information for the Nvidia Flow Emitter  can be accessed via an Info CHOP.\n\n\n\n - Number of children in this component.\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\\nwikieditorwikieditor2021.100002020.200002019.146502018.28070\nCOMPs\n• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • \n\nAn Operator Family that contains its own Network. There are sixteen 3D Object Component and ten 2D Panel Component types. See also Network Path.\n\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\nA Operator Family that reads, creates and modifies 3D points, polygons, lines, particles, surfaces, spheres and meatballs. Particles and point clouds are now done primarily on the GPU using TOPs.\n\n\n\nAny 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.\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\nMATs or Materials are an Operator Family that applies a Shader to a SOP or 3D Geometry Object for rendering textured surfaces with lighting.\n\n\n\nAn Operator Family that contains its own Network. There are sixteen 3D Object Component and ten 2D Panel Component types. See also Network Path.\n\n\n\nHierarchy relates components with other components. There are two groups of Hierarchy in TouchDesigner.  3D Object Components, and 2D Panel Components. Hierarchies let one component to be positioned relative to another. Each group can be connected via lines between the bottoms/tops of nodes in a network, or by placing one component inside the other.\n\n\n\nThe sub-Family of Component types that are used to define and render 3D scenes. A Geometry Component is an Object that contains the 3D shapes to render. A Camera COMP and Light COMP are other Object types. Separately, \"Objects\" also refers to Python objects.\n\n\n\nThe location of an operator within the TouchDesigner environment, for example, /geo1/circle1, a node called circle1 in a component called geo1. The path / is called Root. This path is displayed at the top of every Pane, showing which Component's network you are currently in. To refer instead to a filesystem folder, directory, disk file or http: address, see Folder.\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\nAn Operator Family that manipulates text strings: multi-line text or tables. Multi-line text is often a python Script or GLSL Shader, but can be any multi-line text. Tables are rows and columns of cells, each containing a text string.\n\n\n\n(1) A Geometry Component can instance and render its SOP geometry many times: once for each sample in a CHOP, row of a DAT table, pixel in a TOP, or point of a SOP, (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, Switch OPs and in some cases Select OPs.\n\n\n\nOperators that need 1 or more inputs are called Filters in TouchDesigner, like a Math CHOP. See Generator.\n\n\n\nThe 3D data held in SOPs and passed for rendering by the Geometry COMP.\n\n\n\nAny component can be extended with its own Python classes which contain python functions and data.\n\n\n\nA 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.\n\n\n\nA name for a component that is accessible from any node in a project, which can be declared in a component's Global Operator Shortcut parameter.\n\n\n\nOperator shortcuts are Python objects that return operators (or sometimes parameters). These include Parent Shortcuts for accessing a component from within that component, and Global OP Shortcuts that access a unique component from anywhere in TouchDesigner.\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 custom interactive control panel built within TouchDesigner. Panels are created using Panel Components.\n\n\n\nCloning makes 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.\n\n\n\nTo \"pulse\" a parameter is to send it a signal from (1) an exported CHOP channel or (2) a python command or (3) 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 parameter in a Speed CHOP. A pulse from a CHOP is typically a 0 to 1 to 0 signal in an exported channel.\n\n\n\nTouchDesigner Component file, the file type used to save a Component of your TouchDesigner project.\n\n\n\nTOuch Environment file, the file type used by TouchDesigner to save your entire project.\n\n\n\nThere are 2 kinds of parenting. The \"parent component\" is the component in which a node resides. The metaphor is extended to include grand parents, grand-grand parents, etc. The root / is the ultimate parent to all nodes. See also 3D Parenting and panel Parenting.\n\n\n\n\n\n\n\n\nRetrieved from \"https://docs.derivative.ca/index.php?title=Nvidia_Flow_Emitter_COMP&oldid=30688\"\n\t\tCategory: COMPs",
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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  is the fuel emitter for the Flow simulation and can be placed anywhere in the 3D scene.\nSee also Nvidia Flow TOP, Nvidia Flow.\nflowEmitterCOMP_Class\n\nContents\n \n \n \n \n \n \n \n \n\n \n \n \n \n \n \n\n\n\n\n\n  active - Turns the emitter On or Off.\n\n\n\n  mode -  - Select Emitter or Collider mode.\n\n emitter - Emitter will act as a fuel emitter for the system injecting a specific amount of fluw into the simulation each step. collider - Collider will act as a rigid object which the combustion simulation will collide with.\n\n  type -  - Select the shape type used for the emitter.\n\n sphere - Creates a sphere emitter, dimensions controlled by the Radius parameter below. box - Creates a box emitter, dimensions controlled by the Size parameter below. capsule - Create a capsule emitter, like a tube with cap ends. The dimensions are controlled by the Radius and Length parameters below. shapeop - Uses the  specified in the Shape  parameter below to create an emitter in the shape of the image. The Shape  cannot exceed 2048x2048 resolution. sop - Uses the  specified in the Shape OP parameter below to create an emitter with the shape of the 's geometry.\n\n  size -  - Controls the dimensions of the emitter when using Box or Shape  types.\n\n sizex - Scale in x. sizey - Scale in y. sizez - Scale in z.\n\n  radius - Controls the radius of the emitter when using the Sphere or Capsule types.\n\n\n\n  length - Control the length of the emitter when using the Capsule type.\n\n\n\n  shapeop - Specify the  or  to use as an emitter when Type parameter is set to Shape  / Shape  respectively. For  emitters the resolution cannot exceed 2048x2048.\n\n\n\n  shapechannel - Allows use of different channels to determine the shape of the emitter created when using Shape .\n\n\n\n  shapethreshold - Pixels greater than or equal to the threshold value are used for emission, pixels below the threshold value are ignored.\n\n\n\n  centerofmass -  - Specifies the center of mass of the emitter.\n\n centerofmassx - centerofmassy - centerofmassz -\n\n  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.\n\n\n\n  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.\n\n\n\n    \nFigure1: Left-side Inner Width = 1.0, Center uses narrow width for both, Right-side Outer Width = 1.0\n\n  linearvel -  - Target linear velocity of the fuel added to the system.\n\n linearvelx - Linear velocity in x. linearvely - Linear velocity in y. linearvelz - Linear velocity in z.\n\n  angularvel -  - Target angular velocity of the fuel added to the system. Think of this as 'rotational velocity.\n\n angularvelx - Angular velocity in x. angularvely - Angular velocity in y. angularvelz - Angular velocity in z.\n\n  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.\n\n velcorratex - velcorratey - velcorratez -\n\n  smoke - Amount of smoke produced per unit of fuel in the system.\n\n\n\n  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.\n\n\n\n  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.\n\n\n\n  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.\n\n\n\n  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.\n\n\n\n  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.\n\n\n\n  fuelreleasetemp - THe temperature required in the system to trigger addition Fuel Release set in the parameter below.\n\n\n\n  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.\n\n\n\n  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.\nThe effect of this parameter can be visualized by turning 'Show Blocks' parameter On in the Nvidia Flow TOP.\n\n\n\n  allocpredict - Controls the emitter's direction block allocation prediction, used for pre-allocation of blocks for fast emitters.\nThe effect of this parameter can be visualized by turning 'Show Blocks' parameter On in the Nvidia Flow TOP.\n\n\n\n\n\n  color -  - The base color of the combustion.\n\n colorr - colorg - colorb - colora -\n\n  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.\n\n\n\n  alphascale - Alpha calculations (determined by Alpha Bias and Alpha Masks below) are multiplied by this value for a final Alpha value.\n\n\n\n  alphabias - This value is added to alpha before final alpha values are calculated using the Alpha Mask parameters below.\n\n\n\n  intensitybias - A mulitplier for the color contribution. Useful to use with the Additive Factor parameter below.\n\n\n\n  additivefactor - Controls an additive effect in the rendering ie. transparency is added together giving hotspots and brighter color where there is more gas burning.\n\n\n\nFlow 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.\nThe final color value is calculated using ((Burn * Burn Mask) + (Smoke * Smoke Mask) + (Temp * Temp Mask) + (Fuel * Fuel Mask)) \nIntensity brightens the respective Color and Alpha like a multiplier.\n\n  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.\n\n\n\n  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.\n\n\n\n  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.\n\n\n\n  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.\n\n\n\n  burnalphamask - Controls the transparency of the Burn Color above.\n\n\n\n  smokealphamask - Controls the transparency of the Smoke Color above.\n\n\n\n  tempalphamask - Controls the transparency of the Temp Color above.\n\n\n\n  fuelalphamask - Controls the transparency of the Fuel Color above.\n\n\n\n  burnintensitymask - Controls the intensity of the Burn Color above. This value is a multiplier and accepts values greater than 1.0.\n\n\n\n  smokeintensitymask - Controls the intensity of the Smoke Color above. This value is a multiplier and accepts values greater than 1.0.\n\n\n\n  tempintensitymask - Controls the intensity of the Temp Color above. This value is a multiplier and accepts values greater than 1.0.\n\n\n\n  fuelintensitymask - Controls the intensity of the Fuel Color above. This value is a multiplier and accepts values greater than 1.0.\n\n\n\n\n\nThe Xform parameter page controls the object component's transform in world space.\n\n  xord -  - This allows you to specify the order in which the changes to your  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.\n\n srt - str - rst - rts - tsr - trs -\n\n  rord -  - This allows you to set the transform order for the 's rotations. As with transform order (above), changing the order in which the 's rotations take place will alter the 's final position.\tA Rotation order of Rx Ry Rz would create the final rotation matrix as follows R = Rz * Ry * Rx\n\n xyz - R = Rz * Ry * Rx xzy - R = Ry * Rz * Rx yxz - R = Rz * Rx * Ry yzx - R = Rx * Rz * Ry zxy - R = Ry * Rx * Rz zyx - R = Rx * Ry * Rz\n\n  t -  - This allows 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  in the Viewport with the Select & Transform state.\n\n tx - ty - tz -\n\n  r -  - Theis specifies 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  in the Viewport with the Select & Transform state.\n\n rx - ry - rz -\n\n  s -  - This specifies 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  in the Viewport with the Select & Transform state.\n\n sx - sy - sz -\n\n  p -  - The Pivot point edit fields allow you to define the point about which a  scales and rotates. Altering the pivot point of a  produces different results depending on the transformation performed on the .\t\nFor example, during a scaling operation, if the pivot point of an  is located at -1, -1, 0 and you wanted to scale the  by 0.5 (reduce its size by 50%), the  would scale toward the pivot point and appear to slide down and to the left.\t\t\t\n\t\t\t\nIn the example above, rotations performed on an  with different pivot points produce very different results.\n\n\n px - py - pz -\n\n  scale - This field allows you to change the size of an  uniformly along the three axes.\t\n 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.\n\n\n\n  parentxformsrc -  - Select what position is used as the transform source for this obejct. Can be one of \"Parent ()\", \"Specify Parent \", or \"World Origin\".\n\n hierarchy - specify - worldorigin -\n\n  parentobject - Allows the location of the object to be constrained to any other object whose path is specified in this parameter.\n\n\n\n  lookat - Allows you to orient this  by naming another 3D  you would like it to , or point to. Once you have designated this  to look at, it will continue to face that , even if you move it. This is useful if, for instance, you want a camera to follow another 's movements. The  parameter points the  in question at the other 's origin.\t\n To designate a center of interest for the camera that doesn't appear in your scene, create a Null  and disable its display flag. Then Parent the Camera to the newly created Null , and tell the camera to look at this  using the  parameter. You can direct the attention of the camera by moving the Null  with the Select state. If you want to see both the camera and the Null , enable the Null '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.\n\n\n\n  forwarddir -  - Sets which axis and direction is considered the forward direction.\n\n posx - negx - posy - negy - posz - negz -\n\n  lookup -  - When specifying a , 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 , for example, passes through the Y axis of the target .\t\n - Use this option if the look at  does not pass through the Y axis of the target .\n - This precisely defines the rotates on the  doing the looking. The  specified should not be parallel to the look at direction. See  below.\n - 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.\n off - on - quat - roll -\n\n  pathsop - Names the  that functions as the path you want this  to move along. For instance, you can name a  that provides a path for the camera to follow.\n\n\n\n  roll - Using the angle control you can specify a 's rotation as it animates along the path.\n\n\n\n  pos - This parameter lets you specify the  of the  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.\n\n\n\n  pathorient - If this option is selected, the  will be oriented along the path. The positive Z axis of the  will be pointing down the path.\n\n\n\n  up -  - When orienting a , the  is used to determine where the positive Y axis points.\n\n upx - upy - upz -\n\n  bank - The  rolls the  based on the curvature of the path at its current position. To turn off auto-banking, set the bank scale to 0.\n\n\n\n\n\nThe 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.\n\n  pxform - Enables the transformation on this page.\n\n\n\n  pxord -  - Refer to the documentation on Xform page for more information.\n\n srt - str - rst - rts - tsr - trs -\n\n  prord -  - Refer to the documentation on Xform page for more information.\n\n xyz - xzy - yxz - yzx - zxy - zyx -\n\n  pt -  - Refer to the documentation on Xform page for more information.\n\n ptx - pty - ptz -\n\n  pr -  - Refer to the documentation on Xform page for more information.\n\n prx - pry - prz -\n\n  ps -  - Refer to the documentation on Xform page for more information.\n\n psx - psy - psz -\n\n  pp -  - Refer to the documentation on Xform page for more information.\n\n ppx - ppy - ppz -\n\n  pscale - Refer to the documentation on Xform page for more information.\n\n\n\n  preset - This button will reset this page's transform so it has no translate/rotate/scale.\n\n\n\n  pcommit - This button will copy the transform from this page to the main Xform page, and reset this page's transform.\n\n\n\n  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.\n\n\n\n\n\nThe  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. \n's attributes can be individually driven by the data from any type of . When the instance data is supplied by a , the 's RGBA channels are assigned to instance attributes, when data is supplied by a , the 's channels are assigned to instance attributes, when from a  then the 's attributes are assigned to instance attributes, and when a  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  2 and  3 parameter pages.\n\n  instancing - Turns on instancing for the Geometry .\n\n\n\n  instancecountmode -  - Two modes to determine how many instances will be created.\n\n manual - Use the Num Instances parameter below to set the number of instances. oplength - The number of  samples/ rows in the  / determines the number of instances.\n\n  numinstances - When using the Manual mode for  Count, this parameter set the number of instances.\n\n\n\n  instanceop - Specify a path to a  or  used to transform the instances. Number of samples/rows in this  or  determines the number of instances when using the  Length/ Num Rows mode for  Count.\n\n\n\n  instancefirstrow -  - What to do with the first row of a table  when using  rows for  Count.\n\n ignored - The first row is ignored and it's values won't be used as part of an instance. Indices must be used to select the columns to use for instance attributes. names - The first row contains column names which can be used to select which columns to use from the table. values - The first row is considered to contain values for the first instance. Indices must be used to select the columns to use for instance attributes.\n\n  instxord -  - Controls the order the transform operations will be applied to each instance. Refer to the documentation for the Xform page for more details.\n\n srt - str - rst - rts - tsr - trs -\n\n  instrord -  - The rotational matrix presented when you click on this option allows you to set the transform order for the 's rotations. As with transform order (above), changing the order in which the 's rotations take place will alter the 's final position.\n\n xyz - xzy - yxz - yzx - zxy - zyx -\n\n  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  ' on the  parameter page can be used.\n\n\n\n  instanceactive - Select the data channel that will be used to control which instances are rendered. Only instances with a non-zero value in this channel will be rendered; instances with a zero active channel value will be skipped. If no data is assigned to this channel then all instances are rendered. Use the drop-down menu on the right to easily select from the available options.\n\n\n\n  instancetx - Select what data to use to translate instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n  instancety - Select what data to use to translate instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n  instancetz - Select what data to use to translate instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n  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  ' on the  parameter page can be used.\n\n\n\n  instancerx - Select what data to use to rotate instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n  instancery - Select what data to use to rotate instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n  instancerz - Select what data to use to rotate instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n  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  ' on the  parameter page can be used.\n\n\n\n  instancesx - Select what data to use to scale instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n  instancesy - Select what data to use to scale instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n  instancesz - Select what data to use to scale instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n  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  ' on the  parameter page can be used.\n\n\n\n  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.\n\n\n\n  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.\n\n\n\n  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.\n\n\n\n\n\nWhen the instance data is supplied by a , the 's RGBA channels are assigned to instance attributes; when data is supplied by a , the 's channels are assigned to instance attributes; when from a  then the 's attributes are assigned to instance attributes; and when a  is used then a column is assigned to the instances attributes.\n\n  instancerottoorder -  - Controls where in the transform equation the Rotate To Vector operation is applied.\n\n default - The Rotate to Vector operation will be applied before 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 . prerot - The Rotate To Vector operation will be applied after the main rotation as part of the TRS order. I.e  T * (RotToVector * R) * S * Position,  (RotToVector * R) * S * T * Position. postrot - The Rotate To Vector operation will be applied before the main rotation as part of the TRS order. I.e  T * (R * RotToVector) * S * Position,  (R * RotToVector) * S * T * Position.\n\n  instancerottoforward -  - Determine which axis for the geometry original orientation is considered 'forward'. That is, it'll treat the part of the geometry that is looking down that axis as the front and rotate it so it's aligned with the rotate to vector direction.\n\n posx - negx - posy - negy - posz - negz -\n\n  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  ' on the  parameter page can be used.\n\n\n\n  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.\n\n\n\n  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.\n\n\n\n  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.\n\n\n\n  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  ' on the  parameter page can be used.\n\n\n\n  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.\n\n\n\n  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\n\n\n\n  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\n\n\n\n  instanceorder -  - Sets how transforms are applied to the instances.\n\n instanceworld - Use the individual instance transforms first, then apply the world transform (i.e. Xform and Pre-Xform parameter pages). worldXform * instanceXForm * Position worldinstance - Use the world transform first, then apply the individual instance transforms. instanceXForm * worldXForm * Position\n\n  instancetexmode -  - Set how the texture coordinates are applied to the instances.\n\n replace - Replaces texture coordinates. transform - Offsets texture coordinates.\n\n  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  ' on the  parameter page can be used.\n\n\n\n  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 .\n\n\n\n  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 .\n\n\n\n  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 .\n\n\n\n  instancecolormode -  - Controls how the instance color values interact with the SOPs 'Cd' (diffuse color) attribute. If the  doesn't have a 'Cd' attribute, then it will behave as if its 'Cd' is (1, 1, 1, 1).\n\n replace - multiply - add - subtract -\n\n  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  ' on the  parameter page can be used.\n\n\n\n  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.\n\n\n\n  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.\n\n\n\n  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.\n\n\n\n  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.\n\n\n\n  instancetexs -  - Specify the paths one or more  containing the textures to use with the instances. Wildcards and pattern matching is supported.\n\n  instancetexextendu -  - \n\n hold - zero - repeat - mirror -\n\n  instancetexextendv -  - \n\n hold - zero - repeat - mirror -\n\n  instancetexextendw -  - \n\n hold - zero - repeat - mirror -\n\n  instancetexfilter -  - \n\n nearest - linear - mipmaplinear -\n\n  instancetexanisotropy -  - \n\n off - 2x - 4x - 8x - 16x -\n\n\n\n\nThis 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 \" 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. Currently on Windows at most 16384 textures can be used at once, and on macOS at most 128 textures can be used at once. These numbers are reduced by other textures that are used by the render such as other maps, cone light lookup map etc.\n\n  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  ' on the  parameter page can be used.\n\n\n\n  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.\n\n\n\n\n\nThe Display parameter page controls the component's material and rendering settings.\n\n  material - Selects a MAT to apply to the geometry inside.\n\n\n\n  render - Whether the 's geometry is visible in the Render TOP. This parameter works in conjunction (logical AND) with the 's Render Flag.\n\n\n\n  drawpriority - Determines the order in which the Components are drawn. Smaller values get drawn after larger values. The value is compared with other Components in the same parent , or if the  is the top level one listed in the Render 's '' parameter, then against other top-level Components listed there. This value is most often used to help with Transparency.\n\n\n\n  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.\n\n\n\n  wcolor -  - Use the R, G, and B fields to set the 's color when displayed in wireframe shading mode.\n\n wcolorr - wcolorg - wcolorb -\n\n  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.\n\n\n\n\n\nThe  parameter page sets the component's python extensions.  Please see extensions for more information.\n\n  ext - Sequence of info for creating extensions on this component\n\n\n\n  ext0object - A number of class instances that can be attached to the component.\n\n\n    \n  ext0name - Optional name to search by, instead of the instance class name.\n\n\n\n  ext0promote - 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\n\n\n\n\n  reinitextensions - Recompile all extension objects. Normally extension objects are compiled only when they are referenced and their definitions have changed.\n\n\n\n\n\nThe Common parameter page sets the component's node viewer and clone relationships.\n\n  parentshortcut - Specifies a name you can use anywhere inside the component as the path to that component. See Parent Shortcut.\n\n\n\n  opshortcut - Specifies a name you can use anywhere at all as the path to that component. See Global OP Shortcut.\n\n\n\n  iop - Sequence header for internal operators.\n\n\n\n  iop0shortcut - Specifies a name you can use anywhere inside the component as a path to \"Internal \" below. See Internal Operators.\n\n\n\n  iop0op - The path to the Internal OP inside this component. See Internal Operators.\n\n\n\n\n  nodeview -  - Determines what is displayed in the node viewer, also known as the Node Viewer. Some options will not be available depending on the  type (Object Component, Panel Component, Misc.)\n\n default - Displays the default viewer for the component type, a 3D Viewer for Object COMPS and a  Viewer for Panel COMPs. opviewer - Displays the node viewer from any operator specified in the Operator Viewer parameter below.\n\n  opviewer - Select which operator's node viewer to use when the Node View parameter above is set to Operator .\n\n\n\n  enablecloning - Control if the OP should be actively cloneing. Turning this off causes this node to stop cloning it's ' Master'.\n\n\n\n  enablecloningpulse - Instantaneously clone the contents.\n\n\n\n  clone -  to a component used as the Master Clone.\n\n\n\n  loadondemand - Loads the component into memory only when required. Good to use for components that are not always used in the project.\n\n\n\n  enableexternaltox - When on (default), the external  file will be loaded when the  starts and the contents of the  will match that of the external . This can be turned off to avoid loading from the referenced external  on startup if desired (the contents of the  are instead loaded from the  file). Useful if you wish to have a  reference an external  but not always load from it unless you specifically push the Re-Init Network parameter button.\n\n\n\n  enableexternaltoxpulse - This button will re-load from the external  file (if present).\n\n\n\n  externaltox -  to a  file on disk which will source the component's contents upon start of a . This allows for components to contain networks that can be updated independently. If the  file can not be found, whatever the  file was saved with will be loaded.\n\n\n\n  reloadcustom - When this checkbox is enabled, the values of the component's Custom Parameters are reloaded when the .tox is reloaded. This only affects top-level parameters on the component, all parameters on nodes inside the component are always reloaded with the .tox.\n\n\n\n  reloadbuiltin - When this checkbox is enabled, the values of the component's built-in parameters are reloaded when the .tox is reloaded. This only affects top-level parameters on the component, all parameters on nodes inside the component are always reloaded with the .tox.\n\n\n\n  savebackup - When this checkbox is enabled, a backup copy of the component specified by the External  parameter is saved in the  file.  This backup copy will be used if the External  can not be found. This may happen if the  was renamed, deleted, or the  file is running on another computer that is missing component media.\n\n\n\n  subcompname - When loading from an External  file, this option allows you to reach into the  and pull out a  and make that the top-level , ignoring everything else in the file (except for the contents of that ). For example if a  file named project1 contains project1/geo1, putting geo1 as the Sub- to Load, will result in geo1 being loaded in place of the current . If this parameter is blank, it just loads the  file normally using the top level  in the file.\n\n\n\n  relpath -  - Set whether the child file paths within this  are relative to the  itself or the , or inherit from parent.\n\n inherit - Inherit setting from parent. project - The path, when specified as a relative path, will be relative to the  file. externaltox - The path, when specified as a relative path, will be relative to the  file. When no external  file is specified, or when Enable External  is not toggled on, this doesn't have any impact.\n\n\n\nExtra Information for the Nvidia Flow Emitter  can be accessed via an Info CHOP.\n\n\n\n - Number of children in this component.\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\\nwikieditorwikieditor2021.100002020.200002019.146502018.28070\nCOMPs\n• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • \n\nAn Operator Family that contains its own Network. There are sixteen 3D Object Component and ten 2D Panel Component types. See also Network Path.\n\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\nA Operator Family that reads, creates and modifies 3D points, polygons, lines, particles, surfaces, spheres and meatballs. Particles and point clouds are now done primarily on the GPU using TOPs.\n\n\n\nAny 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.\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\nMATs or Materials are an Operator Family that applies a Shader to a SOP or 3D Geometry Object for rendering textured surfaces with lighting.\n\n\n\nAn Operator Family that contains its own Network. There are sixteen 3D Object Component and ten 2D Panel Component types. See also Network Path.\n\n\n\nHierarchy relates components with other components. There are two groups of Hierarchy in TouchDesigner.  3D Object Components, and 2D Panel Components. Hierarchies let one component to be positioned relative to another. Each group can be connected via lines between the bottoms/tops of nodes in a network, or by placing one component inside the other.\n\n\n\nThe sub-Family of Component types that are used to define and render 3D scenes. A Geometry Component is an Object that contains the 3D shapes to render. A Camera COMP and Light COMP are other Object types. Separately, \"Objects\" also refers to Python objects.\n\n\n\nThe location of an operator within the TouchDesigner environment, for example, /geo1/circle1, a node called circle1 in a component called geo1. The path / is called Root. This path is displayed at the top of every Pane, showing which Component's network you are currently in. To refer instead to a filesystem folder, directory, disk file or http: address, see Folder.\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\nAn Operator Family that manipulates text strings: multi-line text or tables. Multi-line text is often a python Script or GLSL Shader, but can be any multi-line text. Tables are rows and columns of cells, each containing a text string.\n\n\n\n(1) A Geometry Component can instance and render its SOP geometry many times: once for each sample in a CHOP, row of a DAT table, pixel in a TOP, or point of a SOP, (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, Switch OPs and in some cases Select OPs.\n\n\n\nOperators that need 1 or more inputs are called Filters in TouchDesigner, like a Math CHOP. See Generator.\n\n\n\nThe 3D data held in SOPs and passed for rendering by the Geometry COMP.\n\n\n\nAny component can be extended with its own Python classes which contain python functions and data.\n\n\n\nA 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.\n\n\n\nA name for a component that is accessible from any node in a project, which can be declared in a component's Global Operator Shortcut parameter.\n\n\n\nOperator shortcuts are Python objects that return operators (or sometimes parameters). These include Parent Shortcuts for accessing a component from within that component, and Global OP Shortcuts that access a unique component from anywhere in TouchDesigner.\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 custom interactive control panel built within TouchDesigner. Panels are created using Panel Components.\n\n\n\nCloning makes 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.\n\n\n\nTo \"pulse\" a parameter is to send it a signal from (1) an exported CHOP channel or (2) a python command or (3) a mouse click that causes a new action to occur immediately. 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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  is the fuel emitter for the Flow simulation and can be placed anywhere in the 3D scene.\nSee also Nvidia Flow TOP, Nvidia Flow.\nflowEmitterCOMP_Class\n\nContents\n \n \n \n \n \n \n \n \n\n \n \n \n \n \n \n\n\n\n\n\n  active - Turns the emitter On or Off.\n\n\n\n  mode -  - Select Emitter or Collider mode.\n\n emitter - Emitter will act as a fuel emitter for the system injecting a specific amount of fluw into the simulation each step. collider - Collider will act as a rigid object which the combustion simulation will collide with.\n\n  type -  - Select the shape type used for the emitter.\n\n sphere - Creates a sphere emitter, dimensions controlled by the Radius parameter below. box - Creates a box emitter, dimensions controlled by the Size parameter below. capsule - Create a capsule emitter, like a tube with cap ends. The dimensions are controlled by the Radius and Length parameters below. shapeop - Uses the  specified in the Shape  parameter below to create an emitter in the shape of the image. The Shape  cannot exceed 2048x2048 resolution. sop - Uses the  specified in the Shape OP parameter below to create an emitter with the shape of the 's geometry.\n\n  size -  - Controls the dimensions of the emitter when using Box or Shape  types.\n\n sizex - Scale in x. sizey - Scale in y. sizez - Scale in z.\n\n  radius - Controls the radius of the emitter when using the Sphere or Capsule types.\n\n\n\n  length - Control the length of the emitter when using the Capsule type.\n\n\n\n  shapeop - Specify the  or  to use as an emitter when Type parameter is set to Shape  / Shape  respectively. For  emitters the resolution cannot exceed 2048x2048.\n\n\n\n  shapechannel - Allows use of different channels to determine the shape of the emitter created when using Shape .\n\n\n\n  shapethreshold - Pixels greater than or equal to the threshold value are used for emission, pixels below the threshold value are ignored.\n\n\n\n  centerofmass -  - Specifies the center of mass of the emitter.\n\n centerofmassx - centerofmassy - centerofmassz -\n\n  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.\n\n\n\n  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.\n\n\n\n    \nFigure1: Left-side Inner Width = 1.0, Center uses narrow width for both, Right-side Outer Width = 1.0\n\n  linearvel -  - Target linear velocity of the fuel added to the system.\n\n linearvelx - Linear velocity in x. linearvely - Linear velocity in y. linearvelz - Linear velocity in z.\n\n  angularvel -  - Target angular velocity of the fuel added to the system. Think of this as 'rotational velocity.\n\n angularvelx - Angular velocity in x. angularvely - Angular velocity in y. angularvelz - Angular velocity in z.\n\n  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.\n\n velcorratex - velcorratey - velcorratez -\n\n  smoke - Amount of smoke produced per unit of fuel in the system.\n\n\n\n  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.\n\n\n\n  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.\n\n\n\n  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.\n\n\n\n  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.\n\n\n\n  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.\n\n\n\n  fuelreleasetemp - THe temperature required in the system to trigger addition Fuel Release set in the parameter below.\n\n\n\n  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.\n\n\n\n  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.\nThe effect of this parameter can be visualized by turning 'Show Blocks' parameter On in the Nvidia Flow TOP.\n\n\n\n  allocpredict - Controls the emitter's direction block allocation prediction, used for pre-allocation of blocks for fast emitters.\nThe effect of this parameter can be visualized by turning 'Show Blocks' parameter On in the Nvidia Flow TOP.\n\n\n\n\n\n  color -  - The base color of the combustion.\n\n colorr - colorg - colorb - colora -\n\n  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.\n\n\n\n  alphascale - Alpha calculations (determined by Alpha Bias and Alpha Masks below) are multiplied by this value for a final Alpha value.\n\n\n\n  alphabias - This value is added to alpha before final alpha values are calculated using the Alpha Mask parameters below.\n\n\n\n  intensitybias - A mulitplier for the color contribution. Useful to use with the Additive Factor parameter below.\n\n\n\n  additivefactor - Controls an additive effect in the rendering ie. transparency is added together giving hotspots and brighter color where there is more gas burning.\n\n\n\nFlow 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.\nThe final color value is calculated using ((Burn * Burn Mask) + (Smoke * Smoke Mask) + (Temp * Temp Mask) + (Fuel * Fuel Mask)) \nIntensity brightens the respective Color and Alpha like a multiplier.\n\n  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.\n\n\n\n  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.\n\n\n\n  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.\n\n\n\n  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.\n\n\n\n  burnalphamask - Controls the transparency of the Burn Color above.\n\n\n\n  smokealphamask - Controls the transparency of the Smoke Color above.\n\n\n\n  tempalphamask - Controls the transparency of the Temp Color above.\n\n\n\n  fuelalphamask - Controls the transparency of the Fuel Color above.\n\n\n\n  burnintensitymask - Controls the intensity of the Burn Color above. This value is a multiplier and accepts values greater than 1.0.\n\n\n\n  smokeintensitymask - Controls the intensity of the Smoke Color above. This value is a multiplier and accepts values greater than 1.0.\n\n\n\n  tempintensitymask - Controls the intensity of the Temp Color above. This value is a multiplier and accepts values greater than 1.0.\n\n\n\n  fuelintensitymask - Controls the intensity of the Fuel Color above. This value is a multiplier and accepts values greater than 1.0.\n\n\n\n\n\nThe Xform parameter page controls the object component's transform in world space.\n\n  xord -  - This allows you to specify the order in which the changes to your  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.\n\n srt - str - rst - rts - tsr - trs -\n\n  rord -  - This allows you to set the transform order for the 's rotations. As with transform order (above), changing the order in which the 's rotations take place will alter the 's final position.\tA Rotation order of Rx Ry Rz would create the final rotation matrix as follows R = Rz * Ry * Rx\n\n xyz - R = Rz * Ry * Rx xzy - R = Ry * Rz * Rx yxz - R = Rz * Rx * Ry yzx - R = Rx * Rz * Ry zxy - R = Ry * Rx * Rz zyx - R = Rx * Ry * Rz\n\n  t -  - This allows 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  in the Viewport with the Select & Transform state.\n\n tx - ty - tz -\n\n  r -  - Theis specifies 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  in the Viewport with the Select & Transform state.\n\n rx - ry - rz -\n\n  s -  - This specifies 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  in the Viewport with the Select & Transform state.\n\n sx - sy - sz -\n\n  p -  - The Pivot point edit fields allow you to define the point about which a  scales and rotates. Altering the pivot point of a  produces different results depending on the transformation performed on the .\t\nFor example, during a scaling operation, if the pivot point of an  is located at -1, -1, 0 and you wanted to scale the  by 0.5 (reduce its size by 50%), the  would scale toward the pivot point and appear to slide down and to the left.\t\t\t\n\t\t\t\nIn the example above, rotations performed on an  with different pivot points produce very different results.\n\n\n px - py - pz -\n\n  scale - This field allows you to change the size of an  uniformly along the three axes.\t\n 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.\n\n\n\n  parentxformsrc -  - Select what position is used as the transform source for this obejct. Can be one of \"Parent ()\", \"Specify Parent \", or \"World Origin\".\n\n hierarchy - specify - worldorigin -\n\n  parentobject - Allows the location of the object to be constrained to any other object whose path is specified in this parameter.\n\n\n\n  lookat - Allows you to orient this  by naming another 3D  you would like it to , or point to. Once you have designated this  to look at, it will continue to face that , even if you move it. This is useful if, for instance, you want a camera to follow another 's movements. The  parameter points the  in question at the other 's origin.\t\n To designate a center of interest for the camera that doesn't appear in your scene, create a Null  and disable its display flag. Then Parent the Camera to the newly created Null , and tell the camera to look at this  using the  parameter. You can direct the attention of the camera by moving the Null  with the Select state. If you want to see both the camera and the Null , enable the Null '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.\n\n\n\n  forwarddir -  - Sets which axis and direction is considered the forward direction.\n\n posx - negx - posy - negy - posz - negz -\n\n  lookup -  - When specifying a , 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 , for example, passes through the Y axis of the target .\t\n - Use this option if the look at  does not pass through the Y axis of the target .\n - This precisely defines the rotates on the  doing the looking. The  specified should not be parallel to the look at direction. See  below.\n - 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.\n off - on - quat - roll -\n\n  pathsop - Names the  that functions as the path you want this  to move along. For instance, you can name a  that provides a path for the camera to follow.\n\n\n\n  roll - Using the angle control you can specify a 's rotation as it animates along the path.\n\n\n\n  pos - This parameter lets you specify the  of the  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.\n\n\n\n  pathorient - If this option is selected, the  will be oriented along the path. The positive Z axis of the  will be pointing down the path.\n\n\n\n  up -  - When orienting a , the  is used to determine where the positive Y axis points.\n\n upx - upy - upz -\n\n  bank - The  rolls the  based on the curvature of the path at its current position. To turn off auto-banking, set the bank scale to 0.\n\n\n\n\n\nThe 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.\n\n  pxform - Enables the transformation on this page.\n\n\n\n  pxord -  - Refer to the documentation on Xform page for more information.\n\n srt - str - rst - rts - tsr - trs -\n\n  prord -  - Refer to the documentation on Xform page for more information.\n\n xyz - xzy - yxz - yzx - zxy - zyx -\n\n  pt -  - Refer to the documentation on Xform page for more information.\n\n ptx - pty - ptz -\n\n  pr -  - Refer to the documentation on Xform page for more information.\n\n prx - pry - prz -\n\n  ps -  - Refer to the documentation on Xform page for more information.\n\n psx - psy - psz -\n\n  pp -  - Refer to the documentation on Xform page for more information.\n\n ppx - ppy - ppz -\n\n  pscale - Refer to the documentation on Xform page for more information.\n\n\n\n  preset - This button will reset this page's transform so it has no translate/rotate/scale.\n\n\n\n  pcommit - This button will copy the transform from this page to the main Xform page, and reset this page's transform.\n\n\n\n  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.\n\n\n\n\n\nThe  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. \n's attributes can be individually driven by the data from any type of . When the instance data is supplied by a , the 's RGBA channels are assigned to instance attributes, when data is supplied by a , the 's channels are assigned to instance attributes, when from a  then the 's attributes are assigned to instance attributes, and when a  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  2 and  3 parameter pages.\n\n  instancing - Turns on instancing for the Geometry .\n\n\n\n  instancecountmode -  - Two modes to determine how many instances will be created.\n\n manual - Use the Num Instances parameter below to set the number of instances. oplength - The number of  samples/ rows in the  / determines the number of instances.\n\n  numinstances - When using the Manual mode for  Count, this parameter set the number of instances.\n\n\n\n  instanceop - Specify a path to a  or  used to transform the instances. Number of samples/rows in this  or  determines the number of instances when using the  Length/ Num Rows mode for  Count.\n\n\n\n  instancefirstrow -  - What to do with the first row of a table  when using  rows for  Count.\n\n ignored - The first row is ignored and it's values won't be used as part of an instance. Indices must be used to select the columns to use for instance attributes. names - The first row contains column names which can be used to select which columns to use from the table. values - The first row is considered to contain values for the first instance. Indices must be used to select the columns to use for instance attributes.\n\n  instxord -  - Controls the order the transform operations will be applied to each instance. Refer to the documentation for the Xform page for more details.\n\n srt - str - rst - rts - tsr - trs -\n\n  instrord -  - The rotational matrix presented when you click on this option allows you to set the transform order for the 's rotations. As with transform order (above), changing the order in which the 's rotations take place will alter the 's final position.\n\n xyz - xzy - yxz - yzx - zxy - zyx -\n\n  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  ' on the  parameter page can be used.\n\n\n\n  instanceactive - Select the data channel that will be used to control which instances are rendered. Only instances with a non-zero value in this channel will be rendered; instances with a zero active channel value will be skipped. If no data is assigned to this channel then all instances are rendered. Use the drop-down menu on the right to easily select from the available options.\n\n\n\n  instancetx - Select what data to use to translate instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n  instancety - Select what data to use to translate instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n  instancetz - Select what data to use to translate instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n  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  ' on the  parameter page can be used.\n\n\n\n  instancerx - Select what data to use to rotate instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n  instancery - Select what data to use to rotate instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n  instancerz - Select what data to use to rotate instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n  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  ' on the  parameter page can be used.\n\n\n\n  instancesx - Select what data to use to scale instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n  instancesy - Select what data to use to scale instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n  instancesz - Select what data to use to scale instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n  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  ' on the  parameter page can be used.\n\n\n\n  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.\n\n\n\n  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.\n\n\n\n  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.\n\n\n\n\n\nWhen the instance data is supplied by a , the 's RGBA channels are assigned to instance attributes; when data is supplied by a , the 's channels are assigned to instance attributes; when from a  then the 's attributes are assigned to instance attributes; and when a  is used then a column is assigned to the instances attributes.\n\n  instancerottoorder -  - Controls where in the transform equation the Rotate To Vector operation is applied.\n\n default - The Rotate to Vector operation will be applied before 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 . prerot - The Rotate To Vector operation will be applied after the main rotation as part of the TRS order. I.e  T * (RotToVector * R) * S * Position,  (RotToVector * R) * S * T * Position. postrot - The Rotate To Vector operation will be applied before the main rotation as part of the TRS order. I.e  T * (R * RotToVector) * S * Position,  (R * RotToVector) * S * T * Position.\n\n  instancerottoforward -  - Determine which axis for the geometry original orientation is considered 'forward'. That is, it'll treat the part of the geometry that is looking down that axis as the front and rotate it so it's aligned with the rotate to vector direction.\n\n posx - negx - posy - negy - posz - negz -\n\n  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  ' on the  parameter page can be used.\n\n\n\n  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.\n\n\n\n  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.\n\n\n\n  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.\n\n\n\n  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  ' on the  parameter page can be used.\n\n\n\n  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.\n\n\n\n  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\n\n\n\n  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\n\n\n\n  instanceorder -  - Sets how transforms are applied to the instances.\n\n instanceworld - Use the individual instance transforms first, then apply the world transform (i.e. Xform and Pre-Xform parameter pages). worldXform * instanceXForm * Position worldinstance - Use the world transform first, then apply the individual instance transforms. instanceXForm * worldXForm * Position\n\n  instancetexmode -  - Set how the texture coordinates are applied to the instances.\n\n replace - Replaces texture coordinates. transform - Offsets texture coordinates.\n\n  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  ' on the  parameter page can be used.\n\n\n\n  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 .\n\n\n\n  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 .\n\n\n\n  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 .\n\n\n\n  instancecolormode -  - Controls how the instance color values interact with the SOPs 'Cd' (diffuse color) attribute. If the  doesn't have a 'Cd' attribute, then it will behave as if its 'Cd' is (1, 1, 1, 1).\n\n replace - multiply - add - subtract -\n\n  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  ' on the  parameter page can be used.\n\n\n\n  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.\n\n\n\n  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.\n\n\n\n  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.\n\n\n\n  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.\n\n\n\n  instancetexs -  - Specify the paths one or more  containing the textures to use with the instances. Wildcards and pattern matching is supported.\n\n  instancetexextendu -  - \n\n hold - zero - repeat - mirror -\n\n  instancetexextendv -  - \n\n hold - zero - repeat - mirror -\n\n  instancetexextendw -  - \n\n hold - zero - repeat - mirror -\n\n  instancetexfilter -  - \n\n nearest - linear - mipmaplinear -\n\n  instancetexanisotropy -  - \n\n off - 2x - 4x - 8x - 16x -\n\n\n\n\nThis 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 \" 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. Currently on Windows at most 16384 textures can be used at once, and on macOS at most 128 textures can be used at once. These numbers are reduced by other textures that are used by the render such as other maps, cone light lookup map etc.\n\n  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  ' on the  parameter page can be used.\n\n\n\n  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.\n\n\n\n\n\nThe Display parameter page controls the component's material and rendering settings.\n\n  material - Selects a MAT to apply to the geometry inside.\n\n\n\n  render - Whether the 's geometry is visible in the Render TOP. This parameter works in conjunction (logical AND) with the 's Render Flag.\n\n\n\n  drawpriority - Determines the order in which the Components are drawn. Smaller values get drawn after larger values. The value is compared with other Components in the same parent , or if the  is the top level one listed in the Render 's '' parameter, then against other top-level Components listed there. This value is most often used to help with Transparency.\n\n\n\n  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.\n\n\n\n  wcolor -  - Use the R, G, and B fields to set the 's color when displayed in wireframe shading mode.\n\n wcolorr - wcolorg - wcolorb -\n\n  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.\n\n\n\n\n\nThe  parameter page sets the component's python extensions.  Please see extensions for more information.\n\n  ext - Sequence of info for creating extensions on this component\n\n\n\n  ext0object - A number of class instances that can be attached to the component.\n\n\n    \n  ext0name - Optional name to search by, instead of the instance class name.\n\n\n\n  ext0promote - 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\n\n\n\n\n  reinitextensions - Recompile all extension objects. Normally extension objects are compiled only when they are referenced and their definitions have changed.\n\n\n\n\n\nThe Common parameter page sets the component's node viewer and clone relationships.\n\n  parentshortcut - Specifies a name you can use anywhere inside the component as the path to that component. See Parent Shortcut.\n\n\n\n  opshortcut - Specifies a name you can use anywhere at all as the path to that component. See Global OP Shortcut.\n\n\n\n  iop - Sequence header for internal operators.\n\n\n\n  iop0shortcut - Specifies a name you can use anywhere inside the component as a path to \"Internal \" below. See Internal Operators.\n\n\n\n  iop0op - The path to the Internal OP inside this component. See Internal Operators.\n\n\n\n\n  nodeview -  - Determines what is displayed in the node viewer, also known as the Node Viewer. Some options will not be available depending on the  type (Object Component, Panel Component, Misc.)\n\n default - Displays the default viewer for the component type, a 3D Viewer for Object COMPS and a  Viewer for Panel COMPs. opviewer - Displays the node viewer from any operator specified in the Operator Viewer parameter below.\n\n  opviewer - Select which operator's node viewer to use when the Node View parameter above is set to Operator .\n\n\n\n  enablecloning - Control if the OP should be actively cloneing. Turning this off causes this node to stop cloning it's ' Master'.\n\n\n\n  enablecloningpulse - Instantaneously clone the contents.\n\n\n\n  clone -  to a component used as the Master Clone.\n\n\n\n  loadondemand - Loads the component into memory only when required. Good to use for components that are not always used in the project.\n\n\n\n  enableexternaltox - When on (default), the external  file will be loaded when the  starts and the contents of the  will match that of the external . This can be turned off to avoid loading from the referenced external  on startup if desired (the contents of the  are instead loaded from the  file). Useful if you wish to have a  reference an external  but not always load from it unless you specifically push the Re-Init Network parameter button.\n\n\n\n  enableexternaltoxpulse - This button will re-load from the external  file (if present).\n\n\n\n  externaltox -  to a  file on disk which will source the component's contents upon start of a . This allows for components to contain networks that can be updated independently. If the  file can not be found, whatever the  file was saved with will be loaded.\n\n\n\n  reloadcustom - When this checkbox is enabled, the values of the component's Custom Parameters are reloaded when the .tox is reloaded. This only affects top-level parameters on the component, all parameters on nodes inside the component are always reloaded with the .tox.\n\n\n\n  reloadbuiltin - When this checkbox is enabled, the values of the component's built-in parameters are reloaded when the .tox is reloaded. This only affects top-level parameters on the component, all parameters on nodes inside the component are always reloaded with the .tox.\n\n\n\n  savebackup - When this checkbox is enabled, a backup copy of the component specified by the External  parameter is saved in the  file.  This backup copy will be used if the External  can not be found. This may happen if the  was renamed, deleted, or the  file is running on another computer that is missing component media.\n\n\n\n  subcompname - When loading from an External  file, this option allows you to reach into the  and pull out a  and make that the top-level , ignoring everything else in the file (except for the contents of that ). For example if a  file named project1 contains project1/geo1, putting geo1 as the Sub- to Load, will result in geo1 being loaded in place of the current . If this parameter is blank, it just loads the  file normally using the top level  in the file.\n\n\n\n  relpath -  - Set whether the child file paths within this  are relative to the  itself or the , or inherit from parent.\n\n inherit - Inherit setting from parent. project - The path, when specified as a relative path, will be relative to the  file. externaltox - The path, when specified as a relative path, will be relative to the  file. When no external  file is specified, or when Enable External  is not toggled on, this doesn't have any impact.\n\n\n\nExtra Information for the Nvidia Flow Emitter  can be accessed via an Info CHOP.\n\n\n\n - Number of children in this component.\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\\nwikieditorwikieditor2021.100002020.200002019.146502018.28070\nCOMPs\n• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • \n\nAn Operator Family that contains its own Network. There are sixteen 3D Object Component and ten 2D Panel Component types. See also Network Path.\n\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\nA Operator Family that reads, creates and modifies 3D points, polygons, lines, particles, surfaces, spheres and meatballs. Particles and point clouds are now done primarily on the GPU using TOPs.\n\n\n\nAny 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.\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\nMATs or Materials are an Operator Family that applies a Shader to a SOP or 3D Geometry Object for rendering textured surfaces with lighting.\n\n\n\nAn Operator Family that contains its own Network. There are sixteen 3D Object Component and ten 2D Panel Component types. See also Network Path.\n\n\n\nHierarchy relates components with other components. There are two groups of Hierarchy in TouchDesigner.  3D Object Components, and 2D Panel Components. Hierarchies let one component to be positioned relative to another. Each group can be connected via lines between the bottoms/tops of nodes in a network, or by placing one component inside the other.\n\n\n\nThe sub-Family of Component types that are used to define and render 3D scenes. A Geometry Component is an Object that contains the 3D shapes to render. A Camera COMP and Light COMP are other Object types. Separately, \"Objects\" also refers to Python objects.\n\n\n\nThe location of an operator within the TouchDesigner environment, for example, /geo1/circle1, a node called circle1 in a component called geo1. The path / is called Root. This path is displayed at the top of every Pane, showing which Component's network you are currently in. To refer instead to a filesystem folder, directory, disk file or http: address, see Folder.\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\nAn Operator Family that manipulates text strings: multi-line text or tables. Multi-line text is often a python Script or GLSL Shader, but can be any multi-line text. Tables are rows and columns of cells, each containing a text string.\n\n\n\n(1) A Geometry Component can instance and render its SOP geometry many times: once for each sample in a CHOP, row of a DAT table, pixel in a TOP, or point of a SOP, (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, Switch OPs and in some cases Select OPs.\n\n\n\nOperators that need 1 or more inputs are called Filters in TouchDesigner, like a Math CHOP. See Generator.\n\n\n\nThe 3D data held in SOPs and passed for rendering by the Geometry COMP.\n\n\n\nAny component can be extended with its own Python classes which contain python functions and data.\n\n\n\nA 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.\n\n\n\nA name for a component that is accessible from any node in a project, which can be declared in a component's Global Operator Shortcut parameter.\n\n\n\nOperator shortcuts are Python objects that return operators (or sometimes parameters). These include Parent Shortcuts for accessing a component from within that component, and Global OP Shortcuts that access a unique component from anywhere in TouchDesigner.\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 custom interactive control panel built within TouchDesigner. Panels are created using Panel Components.\n\n\n\nCloning makes 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.\n\n\n\nTo \"pulse\" a parameter is to send it a signal from (1) an exported CHOP channel or (2) a python command or (3) 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 parameter in a Speed CHOP. A pulse from a CHOP is typically a 0 to 1 to 0 signal in an exported channel.\n\n\n\nTouchDesigner Component file, the file type used to save a Component of your TouchDesigner project.\n\n\n\nTOuch Environment file, the file type used by TouchDesigner to save your entire project.\n\n\n\nThere are 2 kinds of parenting. The \"parent component\" is the component in which a node resides. The metaphor is extended to include grand parents, grand-grand parents, etc. The root / is the ultimate parent to all nodes. See also 3D Parenting and panel Parenting.\n\n\n\n\n\n\n\n\nRetrieved from \"https://docs.derivative.ca/index.php?title=Nvidia_Flow_Emitter_COMP&oldid=30688\"",
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      "description": "mode -  - Select Emitter or Collider mode.\n\n emitter - Emitter will act as a fuel emitter for the system injecting a specific amount of fluw into the simulation each step. collider - Collider will act as a rigid object which the combustion simulation will collide with.",
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      "description": "emitter - Emitter will act as a fuel emitter for the system injecting a specific amount of fluw into the simulation each step. collider - Collider will act as a rigid object which the combustion simulation will collide with.",
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      "description": "type -  - Select the shape type used for the emitter.\n\n sphere - Creates a sphere emitter, dimensions controlled by the Radius parameter below. box - Creates a box emitter, dimensions controlled by the Size parameter below. capsule - Create a capsule emitter, like a tube with cap ends. The dimensions are controlled by the Radius and Length parameters below. shapeop - Uses the  specified in the Shape  parameter below to create an emitter in the shape of the image. The Shape  cannot exceed 2048x2048 resolution. sop - Uses the  specified in the Shape OP parameter below to create an emitter with the shape of the 's geometry.",
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      "description": "sphere - Creates a sphere emitter, dimensions controlled by the Radius parameter below. box - Creates a box emitter, dimensions controlled by the Size parameter below. capsule - Create a capsule emitter, like a tube with cap ends. The dimensions are controlled by the Radius and Length parameters below. shapeop - Uses the  specified in the Shape  parameter below to create an emitter in the shape of the image. The Shape  cannot exceed 2048x2048 resolution. sop - Uses the  specified in the Shape OP parameter below to create an emitter with the shape of the 's geometry.",
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      "description": "size -  - Controls the dimensions of the emitter when using Box or Shape  types.\n\n sizex - Scale in x. sizey - Scale in y. sizez - Scale in z.",
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      "maxLength": null,
      "pattern": null,
      "isArray": false,
      "arraySize": 1,
      "dimensions": 1,
      "description": "sizex - Scale in x. sizey - Scale in y. sizez - Scale in z.",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
      "isAnimatable": true,
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      "id": null,
      "name": "Radius",
      "label": "Radius",
      "group": "General",
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      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
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      "arraySize": 1,
      "dimensions": 1,
      "description": "radius - Controls the radius of the emitter when using the Sphere or Capsule types.",
      "tooltip": "",
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      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
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      "id": null,
      "name": "Length",
      "label": "Length",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
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      "maxLength": null,
      "pattern": null,
      "isArray": false,
      "arraySize": 1,
      "dimensions": 1,
      "description": "length - Control the length of the emitter when using the Capsule type.",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
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      "id": null,
      "name": "Shape OP",
      "label": "Shape OP",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
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      "pattern": null,
      "isArray": false,
      "arraySize": 1,
      "dimensions": 1,
      "description": "shapeop - Specify the  or  to use as an emitter when Type parameter is set to Shape  / Shape  respectively. For  emitters the resolution cannot exceed 2048x2048.",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
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      "lastUpdated": "2025-08-08T00:37:48.492Z",
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      "id": null,
      "name": "Shape Channel",
      "label": "Shape Channel",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
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      "pattern": null,
      "isArray": false,
      "arraySize": 1,
      "dimensions": 1,
      "description": "shapechannel - Allows use of different channels to determine the shape of the emitter created when using Shape .",
      "tooltip": "",
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      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
      "isAnimatable": true,
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      "isVisible": true,
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      "id": null,
      "name": "Shape Threshold",
      "label": "Shape Threshold",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
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      "arraySize": 1,
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      "description": "shapethreshold - Pixels greater than or equal to the threshold value are used for emission, pixels below the threshold value are ignored.",
      "tooltip": "",
      "help": "",
      "units": "",
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      "isReadOnly": false,
      "isAdvanced": false,
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      "isVisible": true,
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      "id": null,
      "name": "Center of Mass",
      "label": "Center of Mass",
      "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": "centerofmass -  - Specifies the center of mass of the emitter.\n\n centerofmassx - centerofmassy - centerofmassz -",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
      "isAnimatable": true,
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      "isVisible": true,
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      "name": "X",
      "label": "X",
      "group": "General",
      "page": "",
      "type": "float",
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      "defaultValue": null,
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      "arraySize": 1,
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      "description": "centerofmassx - centerofmassy - centerofmassz -",
      "tooltip": "",
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      "units": "",
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      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
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      "isVisible": true,
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      "lastUpdated": "2025-08-08T00:37:48.492Z",
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      "id": null,
      "name": "Inner Width",
      "label": "Inner Width",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
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      "isArray": false,
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      "description": "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.",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
      "isAnimatable": true,
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      "order": 0,
      "isVisible": true,
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      "id": null,
      "name": "Outer Width",
      "label": "Outer Width",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
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      "description": "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.",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
      "isAnimatable": true,
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      "dependsOn": [],
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      "order": 0,
      "isVisible": true,
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      "lastUpdated": "2025-08-08T00:37:48.492Z",
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      "id": null,
      "name": "Linear Velocity",
      "label": "Linear Velocity",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
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      "maxLength": null,
      "pattern": null,
      "isArray": false,
      "arraySize": 1,
      "dimensions": 1,
      "description": "linearvel -  - Target linear velocity of the fuel added to the system.\n\n linearvelx - Linear velocity in x. linearvely - Linear velocity in y. linearvelz - Linear velocity in z.",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
      "isAnimatable": true,
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      "order": 0,
      "isVisible": true,
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      "id": null,
      "name": "X",
      "label": "X",
      "group": "General",
      "page": "",
      "type": "float",
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      "defaultValue": null,
      "minValue": null,
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      "arraySize": 1,
      "dimensions": 1,
      "description": "linearvelx - Linear velocity in x. linearvely - Linear velocity in y. linearvelz - Linear velocity in z.",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
      "isAnimatable": true,
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      "order": 0,
      "isVisible": true,
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      "id": null,
      "name": "Angular Velocity",
      "label": "Angular Velocity",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
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      "isArray": false,
      "arraySize": 1,
      "dimensions": 1,
      "description": "angularvel -  - Target angular velocity of the fuel added to the system. Think of this as 'rotational velocity.\n\n angularvelx - Angular velocity in x. angularvely - Angular velocity in y. angularvelz - Angular velocity in z.",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
      "isAnimatable": true,
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      "order": 0,
      "isVisible": true,
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      "id": null,
      "name": "X",
      "label": "X",
      "group": "General",
      "page": "",
      "type": "float",
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      "defaultValue": null,
      "minValue": null,
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      "arraySize": 1,
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      "description": "angularvelx - Angular velocity in x. angularvely - Angular velocity in y. angularvelz - Angular velocity in z.",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
      "isAnimatable": true,
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      "id": null,
      "name": "Velocity Correction Rate",
      "label": "Velocity Correction Rate",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
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      "description": "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.\n\n velcorratex - velcorratey - velcorratez -",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
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      "isVisible": true,
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      "id": null,
      "name": "X",
      "label": "X",
      "group": "General",
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      "description": "velcorratex - velcorratey - velcorratez -",
      "tooltip": "",
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      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
      "isAnimatable": true,
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      "isVisible": true,
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      "lastUpdated": "2025-08-08T00:37:48.493Z",
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    {
      "id": null,
      "name": "Smoke",
      "label": "Smoke",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
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      "arraySize": 1,
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      "description": "smoke - Amount of smoke produced per unit of fuel in the system.",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
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      "isVisible": true,
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      "id": null,
      "name": "Smoke Correction Rate",
      "label": "Smoke Correction Rate",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
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      "defaultValue": null,
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      "description": "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.",
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      "isReadOnly": false,
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    {
      "id": null,
      "name": "Temp",
      "label": "Temp",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
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      "description": "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.",
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      "name": "Temp Correction Rate",
      "label": "Temp Correction Rate",
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      "description": "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.",
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      "name": "Fuel",
      "label": "Fuel",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
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      "defaultValue": null,
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      "description": "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.",
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      "name": "Fuel Correction Rate",
      "label": "Fuel Correction Rate",
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      "description": "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.",
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      "id": null,
      "name": "Fuel Release Temp",
      "label": "Fuel Release Temp",
      "group": "General",
      "page": "",
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      "defaultValue": null,
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      "description": "fuelreleasetemp - THe temperature required in the system to trigger addition Fuel Release set in the parameter below.",
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      "name": "Fuel Release",
      "label": "Fuel Release",
      "group": "General",
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      "description": "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.",
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      "name": "Alloc Scale",
      "label": "Alloc Scale",
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      "name": "Alloc Predict",
      "label": "Alloc Predict",
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      "description": "allocpredict - Controls the emitter's direction block allocation prediction, used for pre-allocation of blocks for fast emitters.\nThe effect of this parameter can be visualized by turning 'Show Blocks' parameter On in the Nvidia Flow TOP.",
      "tooltip": "",
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      "units": "",
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      "isReadOnly": false,
      "isAdvanced": false,
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      "id": null,
      "name": "Color",
      "label": "Color",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
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      "arraySize": 1,
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      "description": "color -  - The base color of the combustion.\n\n colorr - colorg - colorb - colora -",
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      "units": "",
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      "isReadOnly": false,
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    {
      "id": null,
      "name": "Red",
      "label": "Red",
      "group": "General",
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      "type": "float",
      "dataType": "number",
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      "defaultValue": null,
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      "description": "colorr - colorg - colorb - colora -",
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      "id": null,
      "name": "Color Ramp",
      "label": "Color Ramp",
      "group": "General",
      "page": "",
      "type": "float",
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      "description": "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.",
      "tooltip": "",
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      "id": null,
      "name": "Alpha Scale",
      "label": "Alpha Scale",
      "group": "General",
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      "type": "float",
      "dataType": "number",
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      "defaultValue": null,
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      "arraySize": 1,
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      "description": "alphascale - Alpha calculations (determined by Alpha Bias and Alpha Masks below) are multiplied by this value for a final Alpha value.",
      "tooltip": "",
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      "units": "",
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      "isReadOnly": false,
      "isAdvanced": false,
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      "id": null,
      "name": "Alpha Bias",
      "label": "Alpha Bias",
      "group": "General",
      "page": "",
      "type": "float",
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      "defaultValue": null,
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      "description": "alphabias - This value is added to alpha before final alpha values are calculated using the Alpha Mask parameters below.",
      "tooltip": "",
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      "isReadOnly": false,
      "isAdvanced": false,
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      "id": null,
      "name": "Intensity Bias",
      "label": "Intensity Bias",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
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      "defaultValue": null,
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      "description": "intensitybias - A mulitplier for the color contribution. Useful to use with the Additive Factor parameter below.",
      "tooltip": "",
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      "isAdvanced": false,
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      "id": null,
      "name": "Additive Factor",
      "label": "Additive Factor",
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      "type": "float",
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      "description": "additivefactor - Controls an additive effect in the rendering ie. transparency is added together giving hotspots and brighter color where there is more gas burning.",
      "tooltip": "",
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      "isReadOnly": false,
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      "id": null,
      "name": "Burn Color Mask",
      "label": "Burn Color Mask",
      "group": "General",
      "page": "",
      "type": "float",
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      "description": "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.",
      "tooltip": "",
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      "isReadOnly": false,
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      "id": null,
      "name": "Smoke Color Mask",
      "label": "Smoke Color Mask",
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      "description": "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.",
      "tooltip": "",
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      "isReadOnly": false,
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      "name": "Temp Color Mask",
      "label": "Temp Color Mask",
      "group": "General",
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      "description": "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.",
      "tooltip": "",
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      "id": null,
      "name": "Fuel Color Mask",
      "label": "Fuel Color Mask",
      "group": "General",
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      "description": "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.",
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      "description": "burnalphamask - Controls the transparency of the Burn Color above.",
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      "name": "Smoke Alpha Mask",
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      "description": "smokealphamask - Controls the transparency of the Smoke Color above.",
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      "name": "Temp Alpha Mask",
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      "description": "tempalphamask - Controls the transparency of the Temp Color above.",
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      "name": "Fuel Alpha Mask",
      "label": "Fuel Alpha Mask",
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      "description": "fuelalphamask - Controls the transparency of the Fuel Color above.",
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      "id": null,
      "name": "Burn Intensity Mask",
      "label": "Burn Intensity Mask",
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      "description": "burnintensitymask - Controls the intensity of the Burn Color above. This value is a multiplier and accepts values greater than 1.0.",
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      "name": "Smoke Intensity Mask",
      "label": "Smoke Intensity Mask",
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      "description": "smokeintensitymask - Controls the intensity of the Smoke Color above. This value is a multiplier and accepts values greater than 1.0.",
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      "id": null,
      "name": "Temp Intensity Mask",
      "label": "Temp Intensity Mask",
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      "description": "tempintensitymask - Controls the intensity of the Temp Color above. This value is a multiplier and accepts values greater than 1.0.",
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      "name": "Fuel Intensity Mask",
      "label": "Fuel Intensity Mask",
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      "description": "fuelintensitymask - Controls the intensity of the Fuel Color above. This value is a multiplier and accepts values greater than 1.0.",
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      "id": null,
      "name": "Transform Order",
      "label": "Transform Order",
      "group": "General",
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      "description": "xord -  - This allows you to specify the order in which the changes to your  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.\n\n srt - str - rst - rts - tsr - trs -",
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      "id": null,
      "name": "Scale Rotate Translate",
      "label": "Scale Rotate Translate",
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      "description": "srt - str - rst - rts - tsr - trs -",
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      "id": null,
      "name": "Rotate Order",
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      "description": "rord -  - This allows you to set the transform order for the 's rotations. As with transform order (above), changing the order in which the 's rotations take place will alter the 's final position.\tA Rotation order of Rx Ry Rz would create the final rotation matrix as follows R = Rz * Ry * Rx\n\n xyz - R = Rz * Ry * Rx xzy - R = Ry * Rz * Rx yxz - R = Rz * Rx * Ry yzx - R = Rx * Rz * Ry zxy - R = Ry * Rx * Rz zyx - R = Rx * Ry * Rz",
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    {
      "id": null,
      "name": "Rx Ry Rz",
      "label": "Rx Ry Rz",
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      "description": "xyz - R = Rz * Ry * Rx xzy - R = Ry * Rz * Rx yxz - R = Rz * Rx * Ry yzx - R = Rx * Rz * Ry zxy - R = Ry * Rx * Rz zyx - R = Rx * Ry * Rz",
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      "description": "t -  - This allows 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  in the Viewport with the Select & Transform state.\n\n tx - ty - tz -",
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      "description": "r -  - Theis specifies 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  in the Viewport with the Select & Transform state.\n\n rx - ry - rz -",
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      "description": "s -  - This specifies 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  in the Viewport with the Select & Transform state.\n\n sx - sy - sz -",
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      "description": "p -  - The Pivot point edit fields allow you to define the point about which a  scales and rotates. Altering the pivot point of a  produces different results depending on the transformation performed on the .\t\nFor example, during a scaling operation, if the pivot point of an  is located at -1, -1, 0 and you wanted to scale the  by 0.5 (reduce its size by 50%), the  would scale toward the pivot point and appear to slide down and to the left.\t\t\t\n\t\t\t\nIn the example above, rotations performed on an  with different pivot points produce very different results.\n\n\n px - py - pz -",
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      "description": "scale - This field allows you to change the size of an  uniformly along the three axes.\t\n 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.",
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      "description": "parentxformsrc -  - Select what position is used as the transform source for this obejct. Can be one of \"Parent ()\", \"Specify Parent \", or \"World Origin\".\n\n hierarchy - specify - worldorigin -",
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      "description": "forwarddir -  - Sets which axis and direction is considered the forward direction.\n\n posx - negx - posy - negy - posz - negz -",
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      "description": "lookup -  - When specifying a , 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 , for example, passes through the Y axis of the target .\t\n - Use this option if the look at  does not pass through the Y axis of the target .\n - This precisely defines the rotates on the  doing the looking. The  specified should not be parallel to the look at direction. See  below.\n - 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.\n off - on - quat - roll -",
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      "description": "pathsop - Names the  that functions as the path you want this  to move along. For instance, you can name a  that provides a path for the camera to follow.",
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      "description": "roll - Using the angle control you can specify a 's rotation as it animates along the path.",
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      "description": "pos - This parameter lets you specify the  of the  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.",
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      "description": "pathorient - If this option is selected, the  will be oriented along the path. The positive Z axis of the  will be pointing down the path.",
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      "description": "up -  - When orienting a , the  is used to determine where the positive Y axis points.\n\n upx - upy - upz -",
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      "lastUpdated": "2025-08-08T00:37:48.497Z",
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    {
      "id": null,
      "name": "Instance Count Mode",
      "label": "Instance Count Mode",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
      "maxValue": null,
      "step": null,
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      "allowCustom": false,
      "maxLength": null,
      "pattern": null,
      "isArray": false,
      "arraySize": 1,
      "dimensions": 1,
      "description": "instancecountmode -  - Two modes to determine how many instances will be created.\n\n manual - Use the Num Instances parameter below to set the number of instances. oplength - The number of  samples/ rows in the  / determines the number of instances.",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
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      "id": null,
      "name": "Manual",
      "label": "Manual",
      "group": "General",
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      "type": "float",
      "dataType": "number",
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      "defaultValue": null,
      "minValue": null,
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      "allowCustom": false,
      "maxLength": null,
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      "isArray": false,
      "arraySize": 1,
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      "description": "manual - Use the Num Instances parameter below to set the number of instances. oplength - The number of  samples/ rows in the  / determines the number of instances.",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
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      "id": null,
      "name": "Num Instances",
      "label": "Num Instances",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
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      "defaultValue": null,
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      "description": "numinstances - When using the Manual mode for  Count, this parameter set the number of instances.",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
      "isAnimatable": true,
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      "id": null,
      "name": "Default Instance OP",
      "label": "Default Instance OP",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
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      "isArray": false,
      "arraySize": 1,
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      "description": "instanceop - Specify a path to a  or  used to transform the instances. Number of samples/rows in this  or  determines the number of instances when using the  Length/ Num Rows mode for  Count.",
      "tooltip": "",
      "help": "",
      "units": "",
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      "id": null,
      "name": "First Row is",
      "label": "First Row is",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
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      "description": "instancefirstrow -  - What to do with the first row of a table  when using  rows for  Count.\n\n ignored - The first row is ignored and it's values won't be used as part of an instance. Indices must be used to select the columns to use for instance attributes. names - The first row contains column names which can be used to select which columns to use from the table. values - The first row is considered to contain values for the first instance. Indices must be used to select the columns to use for instance attributes.",
      "tooltip": "",
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      "id": null,
      "name": "Ignored",
      "label": "Ignored",
      "group": "General",
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      "type": "float",
      "dataType": "number",
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      "description": "ignored - The first row is ignored and it's values won't be used as part of an instance. Indices must be used to select the columns to use for instance attributes. names - The first row contains column names which can be used to select which columns to use from the table. values - The first row is considered to contain values for the first instance. Indices must be used to select the columns to use for instance attributes.",
      "tooltip": "",
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    {
      "id": null,
      "name": "Transform Order",
      "label": "Transform Order",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
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      "description": "instxord -  - Controls the order the transform operations will be applied to each instance. Refer to the documentation for the Xform page for more details.\n\n srt - str - rst - rts - tsr - trs -",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
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    {
      "id": null,
      "name": "Scale Rotate Translate",
      "label": "Scale Rotate Translate",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
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      "description": "srt - str - rst - rts - tsr - trs -",
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    {
      "id": null,
      "name": "Rotate Order",
      "label": "Rotate Order",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
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      "defaultValue": null,
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      "description": "instrord -  - The rotational matrix presented when you click on this option allows you to set the transform order for the 's rotations. As with transform order (above), changing the order in which the 's rotations take place will alter the 's final position.\n\n xyz - xzy - yxz - yzx - zxy - zyx -",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
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    {
      "id": null,
      "name": "Rx Ry Rz",
      "label": "Rx Ry Rz",
      "group": "General",
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      "type": "float",
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      "description": "xyz - xzy - yxz - yzx - zxy - zyx -",
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    {
      "id": null,
      "name": "Translate OP",
      "label": "Translate OP",
      "group": "General",
      "page": "",
      "type": "float",
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      "arraySize": 1,
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      "description": "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  ' on the  parameter page can be used.",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
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    {
      "id": null,
      "name": "Active",
      "label": "Active",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
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      "arraySize": 1,
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      "description": "instanceactive - Select the data channel that will be used to control which instances are rendered. Only instances with a non-zero value in this channel will be rendered; instances with a zero active channel value will be skipped. If no data is assigned to this channel then all instances are rendered. Use the drop-down menu on the right to easily select from the available options.",
      "tooltip": "",
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    {
      "id": null,
      "name": "Translate X",
      "label": "Translate X",
      "group": "General",
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      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
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      "description": "instancetx - Select what data to use to translate instances, use the drop-down menu on the right to easily select from the available options.",
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      "id": null,
      "name": "Translate Y",
      "label": "Translate Y",
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      "id": null,
      "name": "Translate Z",
      "label": "Translate Z",
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    {
      "id": null,
      "name": "Rotate OP",
      "label": "Rotate OP",
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      "description": "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  ' on the  parameter page can be used.",
      "tooltip": "",
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      "id": null,
      "name": "Rotate X",
      "label": "Rotate X",
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      "description": "instancerx - Select what data to use to rotate instances, use the drop-down menu on the right to easily select from the available options.",
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    {
      "id": null,
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      "label": "Rotate Y",
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      "id": null,
      "name": "Rotate Up OP",
      "label": "Rotate Up OP",
      "group": "General",
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      "description": "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  ' on the  parameter page can be used.",
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      "examples": [],
      "isReadOnly": false,
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      "name": "Rotate Up X",
      "label": "Rotate Up X",
      "group": "General",
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      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
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      "description": "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.",
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      "name": "Rotate Up Y",
      "label": "Rotate Up Y",
      "group": "General",
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      "dataType": "number",
      "style": "",
      "defaultValue": null,
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      "tooltip": "",
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      "id": null,
      "name": "Rotate Up Z",
      "label": "Rotate Up Z",
      "group": "General",
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      "type": "float",
      "dataType": "number",
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      "defaultValue": null,
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      "tooltip": "",
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    {
      "id": null,
      "name": "Instance Order",
      "label": "Instance Order",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
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      "id": null,
      "name": "Instance, then World Transform",
      "label": "Instance, then World Transform",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
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      "description": "instanceworld - Use the individual instance transforms first, then apply the world transform (i.e. Xform and Pre-Xform parameter pages). worldXform * instanceXForm * Position worldinstance - Use the world transform first, then apply the individual instance transforms. instanceXForm * worldXForm * Position",
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      "id": null,
      "name": "Texture Mode",
      "label": "Texture Mode",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
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      "description": "instancetexmode -  - Set how the texture coordinates are applied to the instances.\n\n replace - Replaces texture coordinates. transform - Offsets texture coordinates.",
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      "examples": [],
      "isReadOnly": false,
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      "name": "Replace",
      "label": "Replace",
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      "type": "float",
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      "description": "replace - Replaces texture coordinates. transform - Offsets texture coordinates.",
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      "units": "",
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      "isReadOnly": false,
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      "id": null,
      "name": "Tex Coord OP",
      "label": "Tex Coord OP",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
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      "defaultValue": null,
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      "description": "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  ' on the  parameter page can be used.",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
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      "name": "U",
      "label": "U",
      "group": "General",
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      "type": "float",
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      "style": "",
      "defaultValue": null,
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      "description": "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 .",
      "tooltip": "",
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      "id": null,
      "name": "V",
      "label": "V",
      "group": "General",
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      "type": "float",
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      "description": "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 .",
      "tooltip": "",
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      "id": null,
      "name": "W",
      "label": "W",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
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      "description": "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 .",
      "tooltip": "",
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      "units": "",
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      "isReadOnly": false,
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    {
      "id": null,
      "name": "Color Mode",
      "label": "Color Mode",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
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      "description": "instancecolormode -  - Controls how the instance color values interact with the SOPs 'Cd' (diffuse color) attribute. If the  doesn't have a 'Cd' attribute, then it will behave as if its 'Cd' is (1, 1, 1, 1).\n\n replace - multiply - add - subtract -",
      "tooltip": "",
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      "units": "",
      "examples": [],
      "isReadOnly": false,
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      "id": null,
      "name": "Replace",
      "label": "Replace",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
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      "description": "replace - multiply - add - subtract -",
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      "examples": [],
      "isReadOnly": false,
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    {
      "id": null,
      "name": "Color OP",
      "label": "Color OP",
      "group": "General",
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      "type": "float",
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      "description": "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  ' on the  parameter page can be used.",
      "tooltip": "",
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    {
      "id": null,
      "name": "R",
      "label": "R",
      "group": "General",
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      "type": "float",
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      "description": "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.",
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    {
      "id": null,
      "name": "G",
      "label": "G",
      "group": "General",
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      "type": "float",
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      "description": "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.",
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    {
      "id": null,
      "name": "B",
      "label": "B",
      "group": "General",
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      "type": "float",
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      "description": "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.",
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    {
      "id": null,
      "name": "A",
      "label": "A",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
      "maxValue": null,
      "step": null,
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      "allowCustom": false,
      "maxLength": null,
      "pattern": null,
      "isArray": false,
      "arraySize": 1,
      "dimensions": 1,
      "description": "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.",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
      "isAnimatable": true,
      "isExpression": false,
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      "dependsOn": [],
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      "order": 0,
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      "lastUpdated": "2025-08-08T00:37:48.500Z",
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    },
    {
      "id": null,
      "name": "Instance Textures",
      "label": "Instance Textures",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
      "maxValue": null,
      "step": null,
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      "maxLength": null,
      "pattern": null,
      "isArray": false,
      "arraySize": 1,
      "dimensions": 1,
      "description": "instancetexs -  - Specify the paths one or more  containing the textures to use with the instances. Wildcards and pattern matching is supported.\n\n  instancetexextendu -  - \n\n hold - zero - repeat - mirror -\n\n  instancetexextendv -  - \n\n hold - zero - repeat - mirror -\n\n  instancetexextendw -  - \n\n hold - zero - repeat - mirror -\n\n  instancetexfilter -  - \n\n nearest - linear - mipmaplinear -\n\n  instancetexanisotropy -  - \n\n off - 2x - 4x - 8x - 16x -",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
      "isAnimatable": true,
      "isExpression": false,
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      "dependsOn": [],
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      "order": 0,
      "isVisible": true,
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      "validationErrors": [],
      "lastUpdated": "2025-08-08T00:37:48.500Z",
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    },
    {
      "id": null,
      "name": "Extend U",
      "label": "Extend U",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
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      "arraySize": 1,
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      "description": "instancetexextendu -  - \n\n hold - zero - repeat - mirror -\n\n  instancetexextendv -  - \n\n hold - zero - repeat - mirror -\n\n  instancetexextendw -  - \n\n hold - zero - repeat - mirror -\n\n  instancetexfilter -  - \n\n nearest - linear - mipmaplinear -\n\n  instancetexanisotropy -  - \n\n off - 2x - 4x - 8x - 16x -",
      "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": "2025-08-08T00:37:48.500Z",
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    {
      "id": null,
      "name": "Extend U",
      "label": "Extend U",
      "group": "General",
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      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
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      "arraySize": 1,
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      "description": "instancetexextendu -  - \n\n hold - zero - repeat - mirror -",
      "tooltip": "",
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      "units": "",
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    {
      "id": null,
      "name": "Hold",
      "label": "Hold",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
      "maxValue": null,
      "step": null,
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      "maxLength": null,
      "pattern": null,
      "isArray": false,
      "arraySize": 1,
      "dimensions": 1,
      "description": "hold - zero - repeat - mirror -",
      "tooltip": "",
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      "isReadOnly": false,
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      "isHidden": false,
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      "id": null,
      "name": "Extend V",
      "label": "Extend V",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
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      "defaultValue": null,
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      "description": "instancetexextendv -  - \n\n hold - zero - repeat - mirror -",
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      "units": "",
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      "description": "hold - zero - repeat - mirror -",
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      "id": null,
      "name": "Extend W",
      "label": "Extend W",
      "group": "General",
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      "type": "float",
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      "defaultValue": null,
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      "description": "instancetexextendw -  - \n\n hold - zero - repeat - mirror -",
      "tooltip": "",
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      "units": "",
      "examples": [],
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      "isAdvanced": false,
      "isHidden": false,
      "isAnimatable": true,
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      "id": null,
      "name": "Hold",
      "label": "Hold",
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      "description": "hold - zero - repeat - mirror -",
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      "lastUpdated": "2025-08-08T00:37:48.500Z",
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    {
      "id": null,
      "name": "Filter",
      "label": "Filter",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
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      "arraySize": 1,
      "dimensions": 1,
      "description": "instancetexfilter -  - \n\n nearest - linear - mipmaplinear -",
      "tooltip": "",
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      "id": null,
      "name": "Nearest",
      "label": "Nearest",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
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      "description": "nearest - linear - mipmaplinear -",
      "tooltip": "",
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      "isReadOnly": false,
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    {
      "id": null,
      "name": "Anisotropic Filter",
      "label": "Anisotropic Filter",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
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      "arraySize": 1,
      "dimensions": 1,
      "description": "instancetexanisotropy -  - \n\n off - 2x - 4x - 8x - 16x -",
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    {
      "id": null,
      "name": "Off",
      "label": "Off",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
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      "arraySize": 1,
      "dimensions": 1,
      "description": "off - 2x - 4x - 8x - 16x -",
      "tooltip": "",
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      "isReadOnly": false,
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      "lastUpdated": "2025-08-08T00:37:48.501Z",
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    {
      "id": null,
      "name": "Tex Index OP",
      "label": "Tex Index OP",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
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      "arraySize": 1,
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      "description": "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  ' on the  parameter page can be used.",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
      "isAnimatable": true,
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      "isVisible": true,
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      "lastUpdated": "2025-08-08T00:37:48.501Z",
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    },
    {
      "id": null,
      "name": "Texture Index",
      "label": "Texture Index",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
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      "arraySize": 1,
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      "description": "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.",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
      "isAnimatable": true,
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      "isVisible": true,
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      "lastUpdated": "2025-08-08T00:37:48.501Z",
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    {
      "id": null,
      "name": "Material",
      "label": "Material",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
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      "description": "material - Selects a MAT to apply to the geometry inside.",
      "tooltip": "",
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      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
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    {
      "id": null,
      "name": "Render",
      "label": "Render",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
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      "description": "render - Whether the 's geometry is visible in the Render TOP. This parameter works in conjunction (logical AND) with the 's Render Flag.",
      "tooltip": "",
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      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
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    {
      "id": null,
      "name": "Draw Priority",
      "label": "Draw Priority",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
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      "description": "drawpriority - Determines the order in which the Components are drawn. Smaller values get drawn after larger values. The value is compared with other Components in the same parent , or if the  is the top level one listed in the Render 's '' parameter, then against other top-level Components listed there. This value is most often used to help with Transparency.",
      "tooltip": "",
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      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
      "isAnimatable": true,
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    {
      "id": null,
      "name": "Pick Priority",
      "label": "Pick Priority",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
      "maxValue": null,
      "step": null,
      "menuItems": [],
      "menuLabels": [],
      "allowCustom": false,
      "maxLength": null,
      "pattern": null,
      "isArray": false,
      "arraySize": 1,
      "dimensions": 1,
      "description": "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.",
      "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": "2025-08-08T00:37:48.501Z",
      "rawData": {},
      "sourceElement": null
    },
    {
      "id": null,
      "name": "Wireframe Color",
      "label": "Wireframe Color",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
      "maxValue": null,
      "step": null,
      "menuItems": [],
      "menuLabels": [],
      "allowCustom": false,
      "maxLength": null,
      "pattern": null,
      "isArray": false,
      "arraySize": 1,
      "dimensions": 1,
      "description": "wcolor -  - Use the R, G, and B fields to set the 's color when displayed in wireframe shading mode.\n\n wcolorr - wcolorg - wcolorb -",
      "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": "2025-08-08T00:37:48.501Z",
      "rawData": {},
      "sourceElement": null
    },
    {
      "id": null,
      "name": "Red",
      "label": "Red",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
      "maxValue": null,
      "step": null,
      "menuItems": [],
      "menuLabels": [],
      "allowCustom": false,
      "maxLength": null,
      "pattern": null,
      "isArray": false,
      "arraySize": 1,
      "dimensions": 1,
      "description": "wcolorr - wcolorg - wcolorb -",
      "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": "2025-08-08T00:37:48.501Z",
      "rawData": {},
      "sourceElement": null
    },
    {
      "id": null,
      "name": "Light Mask",
      "label": "Light Mask",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
      "maxValue": null,
      "step": null,
      "menuItems": [],
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      "allowCustom": false,
      "maxLength": null,
      "pattern": null,
      "isArray": false,
      "arraySize": 1,
      "dimensions": 1,
      "description": "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.",
      "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": "2025-08-08T00:37:48.501Z",
      "rawData": {},
      "sourceElement": null
    },
    {
      "id": null,
      "name": "Extension",
      "label": "Extension",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
      "maxValue": null,
      "step": null,
      "menuItems": [],
      "menuLabels": [],
      "allowCustom": false,
      "maxLength": null,
      "pattern": null,
      "isArray": false,
      "arraySize": 1,
      "dimensions": 1,
      "description": "ext - Sequence of info for creating extensions on this component\n\n\n\n  ext0object - A number of class instances that can be attached to the component.\n\n\n    \n  ext0name - Optional name to search by, instead of the instance class name.\n\n\n\n  ext0promote - 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",
      "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": "2025-08-08T00:37:48.501Z",
      "rawData": {},
      "sourceElement": null
    },
    {
      "id": null,
      "name": "Object",
      "label": "Object",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
      "maxValue": null,
      "step": null,
      "menuItems": [],
      "menuLabels": [],
      "allowCustom": false,
      "maxLength": null,
      "pattern": null,
      "isArray": false,
      "arraySize": 1,
      "dimensions": 1,
      "description": "ext0object - A number of class instances that can be attached to the component.",
      "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": "2025-08-08T00:37:48.501Z",
      "rawData": {},
      "sourceElement": null
    },
    {
      "id": null,
      "name": "Name",
      "label": "Name",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
      "maxValue": null,
      "step": null,
      "menuItems": [],
      "menuLabels": [],
      "allowCustom": false,
      "maxLength": null,
      "pattern": null,
      "isArray": false,
      "arraySize": 1,
      "dimensions": 1,
      "description": "ext0name - Optional name to search by, instead of the instance class name.",
      "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": "2025-08-08T00:37:48.501Z",
      "rawData": {},
      "sourceElement": null
    },
    {
      "id": null,
      "name": "Promote",
      "label": "Promote",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
      "maxValue": null,
      "step": null,
      "menuItems": [],
      "menuLabels": [],
      "allowCustom": false,
      "maxLength": null,
      "pattern": null,
      "isArray": false,
      "arraySize": 1,
      "dimensions": 1,
      "description": "ext0promote - 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",
      "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": "2025-08-08T00:37:48.501Z",
      "rawData": {},
      "sourceElement": null
    },
    {
      "id": null,
      "name": "Re-Init Extensions",
      "label": "Re-Init Extensions",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
      "maxValue": null,
      "step": null,
      "menuItems": [],
      "menuLabels": [],
      "allowCustom": false,
      "maxLength": null,
      "pattern": null,
      "isArray": false,
      "arraySize": 1,
      "dimensions": 1,
      "description": "reinitextensions - Recompile all extension objects. Normally extension objects are compiled only when they are referenced and their definitions have changed.",
      "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": "2025-08-08T00:37:48.501Z",
      "rawData": {},
      "sourceElement": null
    },
    {
      "id": null,
      "name": "Parent Shortcut",
      "label": "Parent Shortcut",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
      "maxValue": null,
      "step": null,
      "menuItems": [],
      "menuLabels": [],
      "allowCustom": false,
      "maxLength": null,
      "pattern": null,
      "isArray": false,
      "arraySize": 1,
      "dimensions": 1,
      "description": "parentshortcut - Specifies a name you can use anywhere inside the component as the path to that component. See Parent Shortcut.",
      "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": "2025-08-08T00:37:48.501Z",
      "rawData": {},
      "sourceElement": null
    },
    {
      "id": null,
      "name": "Global OP Shortcut",
      "label": "Global OP Shortcut",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
      "maxValue": null,
      "step": null,
      "menuItems": [],
      "menuLabels": [],
      "allowCustom": false,
      "maxLength": null,
      "pattern": null,
      "isArray": false,
      "arraySize": 1,
      "dimensions": 1,
      "description": "opshortcut - Specifies a name you can use anywhere at all as the path to that component. See Global OP Shortcut.",
      "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": "2025-08-08T00:37:48.501Z",
      "rawData": {},
      "sourceElement": null
    },
    {
      "id": null,
      "name": "Internal OP",
      "label": "Internal OP",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
      "maxValue": null,
      "step": null,
      "menuItems": [],
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      "allowCustom": false,
      "maxLength": null,
      "pattern": null,
      "isArray": false,
      "arraySize": 1,
      "dimensions": 1,
      "description": "iop - Sequence header for internal operators.\n\n\n\n  iop0shortcut - Specifies a name you can use anywhere inside the component as a path to \"Internal \" below. See Internal Operators.\n\n\n\n  iop0op - The path to the Internal OP inside this component. See Internal Operators.",
      "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": "2025-08-08T00:37:48.502Z",
      "rawData": {},
      "sourceElement": null
    },
    {
      "id": null,
      "name": "Shortcut",
      "label": "Shortcut",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
      "maxValue": null,
      "step": null,
      "menuItems": [],
      "menuLabels": [],
      "allowCustom": false,
      "maxLength": null,
      "pattern": null,
      "isArray": false,
      "arraySize": 1,
      "dimensions": 1,
      "description": "iop0shortcut - Specifies a name you can use anywhere inside the component as a path to \"Internal \" below. See Internal Operators.",
      "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": "2025-08-08T00:37:48.502Z",
      "rawData": {},
      "sourceElement": null
    },
    {
      "id": null,
      "name": "OP",
      "label": "OP",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
      "maxValue": null,
      "step": null,
      "menuItems": [],
      "menuLabels": [],
      "allowCustom": false,
      "maxLength": null,
      "pattern": null,
      "isArray": false,
      "arraySize": 1,
      "dimensions": 1,
      "description": "iop0op - The path to the Internal OP inside this component. See Internal Operators.",
      "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": "2025-08-08T00:37:48.502Z",
      "rawData": {},
      "sourceElement": null
    },
    {
      "id": null,
      "name": "Node View",
      "label": "Node View",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
      "maxValue": null,
      "step": null,
      "menuItems": [],
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      "allowCustom": false,
      "maxLength": null,
      "pattern": null,
      "isArray": false,
      "arraySize": 1,
      "dimensions": 1,
      "description": "nodeview -  - Determines what is displayed in the node viewer, also known as the Node Viewer. Some options will not be available depending on the  type (Object Component, Panel Component, Misc.)\n\n default - Displays the default viewer for the component type, a 3D Viewer for Object COMPS and a  Viewer for Panel COMPs. opviewer - Displays the node viewer from any operator specified in the Operator Viewer parameter below.",
      "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": "2025-08-08T00:37:48.502Z",
      "rawData": {},
      "sourceElement": null
    },
    {
      "id": null,
      "name": "Default Viewer",
      "label": "Default Viewer",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
      "maxValue": null,
      "step": null,
      "menuItems": [],
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      "allowCustom": false,
      "maxLength": null,
      "pattern": null,
      "isArray": false,
      "arraySize": 1,
      "dimensions": 1,
      "description": "default - Displays the default viewer for the component type, a 3D Viewer for Object COMPS and a  Viewer for Panel COMPs. opviewer - Displays the node viewer from any operator specified in the Operator Viewer parameter below.",
      "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": "2025-08-08T00:37:48.502Z",
      "rawData": {},
      "sourceElement": null
    },
    {
      "id": null,
      "name": "Operator Viewer",
      "label": "Operator Viewer",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
      "maxValue": null,
      "step": null,
      "menuItems": [],
      "menuLabels": [],
      "allowCustom": false,
      "maxLength": null,
      "pattern": null,
      "isArray": false,
      "arraySize": 1,
      "dimensions": 1,
      "description": "opviewer - Select which operator's node viewer to use when the Node View parameter above is set to Operator .",
      "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": "2025-08-08T00:37:48.502Z",
      "rawData": {},
      "sourceElement": null
    },
    {
      "id": null,
      "name": "Enable Cloning",
      "label": "Enable Cloning",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
      "maxValue": null,
      "step": null,
      "menuItems": [],
      "menuLabels": [],
      "allowCustom": false,
      "maxLength": null,
      "pattern": null,
      "isArray": false,
      "arraySize": 1,
      "dimensions": 1,
      "description": "enablecloning - Control if the OP should be actively cloneing. Turning this off causes this node to stop cloning it's ' Master'.",
      "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": "2025-08-08T00:37:48.502Z",
      "rawData": {},
      "sourceElement": null
    },
    {
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      "name": "Enable Cloning Pulse",
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      "tooltip": "",
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