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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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"description": "The Point Sprite MAT allows you to control some attributes of Point Sprites (creatable using the Particle SOP, DAT to SOP, or Convert SOP). You can apply color, a color map, change the size of the created point sprite from a square to a rectangle, and scale the size of the point sprite.",
"summary": "The Point Sprite MAT allows you to control some attributes of Point Sprites (creatable using the Particle SOP, DAT to SOP, or Convert SOP). You can apply color, a color map, change the size of the cre",
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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\nThe Sprite allows you to control some attributes of Sprites (creatable using the Particle SOP, DAT to SOP, or Convert SOP). You can apply color, a color map, change the size of the created point sprite from a square to a rectangle, and scale the size of the point sprite.\t\t\t\nA point sprite's final size controls the number of pixels wide/high it is, regardless of how far it is from the camera (unless you are using attenuation).\npointspriteMAT_Class\n\nContents\n \n \n \n \n \n \n \n \n \n \n\n \n \n \n\n\n\n\n\n color - - The color of the light reflected from the material.\n\n colorr - colorg - colorb -\n\t\t\t\n alpha - The opacity of the material. This parameter is multiplied by point alpha of the object.\n\n\n\t\t\t\n postmultalpha - Enable/disable multiplying color by alpha.\n\n\n\t\t\t\n colormap - - The color map to apply to the sprites. The Color Map will be multiplied by the color of the sprites. The Color Map parameter can also take 3D / 2D Texture Arrays (from the Texture 3D TOP for example), and the w texture coordinate will select the correct map from the array.\t\t\nThe final size of the point sprite is controlled by the pscale point attribute (if present) getting multiplied of the result of the next 6 parameters. There are two types of scale this can apply, and they are blended using the Attenuate Scale parameter to create one final point scale (which is multiplied by pscale).\n\n\n colormapextendu - - \n\n hold - zero - repeat - mirror -\n\t\t\n colormapextendv - - \n\n hold - zero - repeat - mirror -\n\t\t\n colormapextendw - - \n\n hold - zero - repeat - mirror -\n\t\t\n colormapfilter - - \n\n nearest - linear - mipmaplinear -\n\t\t\n colormapanisotropy - - \n\n off - 2x - 4x - 8x - 16x -\n\n\n\t\t\t\n offsetleft - Crop the left side of the sprites.\n\n\n\t\t\t\n offsetright - Crop the right side of the sprites.\n\n\n\t\t\t\n offsetbottom - Crop the bottom side of the sprites.\n\n\n\t\t\t\n offsettop - Crop the top side of the sprites.\n\n\n\t\t\t\n pointscale - A constant value that is applied to all points evenly. When Attenuate Scale is 0, the point sprite size will be pscale * this value.\n\n\n\t\t\t\n attenpscale - This value blends between the Constant Scale and the Attenuated Scale. 0 means 100% constant point scale and 1 means 100% attenuated point scale.\t\t\nPoints that are closer than or at the Near distance from the camera will use the Near Scale, points between the Near Distance and Far Distance will use a blended scale between the Near Scale and the Far Scale. Points farther than the Far Distance will use the Far Scale.\n\n\n\t\t\t\n attennear - Points that are closer than or at this distance from the camera will use the Near Scale .\n\n\n\t\t\t\n attenfar - Points that are farther than or at this distance from the camera will use the Far Scale .\n\n\n\t\t\t\n attensizenear - This point scale is applied at the near distance.\n\n\n\t\t\t\n attensizefar - This point scale is applied at the far distance.\n\n\n\n\n\nRefer to the Deform Article for more information on doing deforms in TouchDesigner.\n\n dodeform - Enables deforms on this material.\n\n\n\n deformdata - - Specifies where the deform bone data will be obtained.\n\n sop - mat - deformin -\n\n targetsop - Specifies the that contains the deform capture attributes.\n\n\n\n pcaptpath - Specifies the name of the pCaptPath attribute to use. When your geometry has been put through a Bone Group SOP, the attributes will be split into names like pCaptPath0, pCaptPath1. You can only render 1 bone group at a time, so this should match the group you are rendering with this material.\n\n\n\n pcaptdata - Much like pCaptPath Attrib.\n\n\n\n skelrootpath - Specifies the path to the where the root of the skeleton is located.\n\n\n\n mat - When obtaining deform data from a or a Deform In , this is where that is specified.\n\n\n\n\n\n\nBlending is summing the color value of the pixel being drawn and the pixel currently present in the Color-Buffer. Blending is typically used to simulate Transparency.\n\t\tThe blending equation is:\n\t\tFinal Pixel Value = (Source Blend * Source Color) + (Dest Blend * Destination Color)\n\n blending - This toggle enables and disables blending. However see the wiki article Transparency.\n\n\n\n blendop - - \n\n add - subtract - revsubtract - minimum - maximum -\n\n srcblend - - This value is multiplied by the color value of the pixel that is being written to the Color-Buffer (also know as the Source Color).\n\n zero - dcol - omdcol - sa - omsa - da - omda - sas - one - constantcol - omconstantcol - constanta - omconstanta -\n\n destblend - - This value is multiplied by the color value of the pixel currently in the Color-Buffer (also known as the Destination Color).\n\n one - scol - omscol - sa - omsa - da - omda - zero - dcol - omdcol - sas - constantcol - omconstantcol - constanta - omconstanta -\n\n separatealphafunc - This toggle enables and disables separate blending options for the alpha values.\n\n\n\n blendopa - - \n\n add - subtract - revsubtract - minimum - maximum -\n\n srcblenda - - This value is multiplied by the alpha value of the pixel that is being written to the Color-Buffer (also know as the Source Alpha).\n\n zero - dcol - omdcol - sa - omsa - da - omda - sas - one - constantcol - omconstantcol - constanta - omconstanta -\n\n destblenda - - This value is multiplied by the alpha value of the pixel currently in the Color-Buffer (also known as the Destination Alpha).\n\n one - scol - omscol - sa - omsa - da - omda - zero - dcol - omdcol - sas - constantcol - omconstantcol - constanta - omconstanta -\n\n blendconstant - - \n\n blendconstantr - blendconstantg - blendconstantb -\n\n blendconstanta - \n\n\n\n legacyalphabehavior - \n\n\n\n postmultalpha - Multiplies the color by alpha after all other operations have taken place.\n\n\n\n pointcolorpremult - - \n\n alreadypremult - premultinshader -\n\n depthtest - Enables and disables the Depth-Test. If the depth-test is disabled, depths values aren't written to the Depth-Buffer.\n\n\n\n depthfunc - - The depth value of the pixel being drawn is compared to the depth value currently in the depth-buffer using this function. If the test passes then the pixel is drawn to the -Buffer. If the test fails the pixel is discarded and no changes are made to the -Buffer.\n\n less - lessorequal - equal - greater - greaterorequal - notequal - always -\n\n\nDepth-Testing is comparing the depth value of the pixel being drawn with the pixel currently in the Frame-Buffer. A pixel that is determined to be in-front of the pixel currently in the -Buffer will be drawn over it. Pixels that are determined to be behind the pixel currently in the -Buffer will not be drawn. Depth-Testing allows geometry in a 3D scene to occlude geometry behind it, and be occluded by geometry in-front of it regardless of the order the geometry was drawn.\nFor a more detailed description of Depth-Testing, refer to the Depth-Test article.\n\n depthwriting - If Write Depth Values is on, pixels that pass the depth-test will write their depth value to the Depth-Buffer. If this isn't on then no changes will be made to the Depth-Buffer, regardless of if the pixels drawn pass or fail the depth-test.\n\n\n\n alphatest - This enables or disables the pixel alpha test.\n\n\n\n alphafunc - - This menu works in conjunction with the Alpha Threshold parameter below in determining which pixels to keep based on their alpha value.\n\n less - lessorequal - greater - greaterorequal -\n\n alphathreshold - This value is what the pixel's alpha is compared to to determine if the pixel should be drawn. Pixels with alpha greater than the Alpha Threshold will be drawn. Pixels with alpha less than or equal to the Alpha Threshold will not be drawn.\n\n\n\n wireframe - - Enables and disables wire-frame rendering with the option of OpenGL Tesselated or Topology based wireframes.\n\n off - tesselated - topology -\n\n\nAlpha-testing allows you to choose to draw or not draw a pixel based on its alpha value.\n\n wirewidth - This value is the width that the wires will be. This value is in pixels.\n\n\n\n cullface - - Selects which faces to render.\n\n userender - Use the render settings found in the Render or Render Pass . neither - Do not cull any faces, render everything. backfaces - Cull back faces, render front faces. frontfaces - Cull front faces, render back faces. bothfaces - Cull both faces, render nothing.\n\n polygonoffset - Turns on the polygon offset feature.\n\n\n\n polygonoffsetfactor - \n\n\n\n polygonoffsetunits - \n\n\n\n\nThe wire-frame feature will render the geometry as wire-frame, using the actual primitive type used in the render. What this means is surfaces like Metaballs, NURBs and Beziers will become a wire-frame of the triangles/triangle-strips used to render them (since these types of primitives can't be natively rendered in OpenGL).\n\n\nThe cull face parameter will cull faces from the render output. This can be used as an optimization or sometimes to remove artifacts. See Back-Face Culling for more infomation.\n\n\nThis feature pushes the polygons back into space a tiny fraction. This is useful when you are rendering two polygons directly on-top of each other and are experiencing Z-Fighting. Refer to Polygon Depth Offset for more information. This is also an important feature when doing shadows.\n\n\nExtra Information for the Sprite can be accessed via an Info CHOP.\n\n\n\n\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\\n2021.100002018.28070before 2018.28070\nMATs\n• • • • • • • • • • • • • • • • \n\nEach SOP has a list of Points. Each point has an XYZ 3D position value plus other optional attributes. Each polygon Primitive is defined by a vertex list, which is list of point numbers.\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\nOperators that need 1 or more inputs are called Filters in TouchDesigner, like a Math CHOP. See Generator.\n\n\n\nEvery operator in TouchDesigner has a set of control Parameters that can be integer or floating point numbers, menus, binary toggles, text strings or operator paths, which determine the output of the operator.\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\nTouchDesigner is a hierarchy of components. \"root\" is the top-most network in the hierarchy. The Network Path or Path for root is simply /. A typical path is /project1/moviein1.\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 that contains its own Network. There are sixteen 3D Object Component and ten 2D Panel Component types. See also Network Path.\n\n\n\nThe OpenGL (pre-2022) or Vulkan (2022-) code that runs on the GPU and creates rendered images from polygons and textures. A shader is programmed in Text DATs and referenced by a GLSL Material or a GLSL TOP. Shaders are composed of up to three parts: Vertex Shader, Pixel Shader and Compute Shader.\n\n\n\nThe term \"Frame\" is a measurement of time used (1) in the Timeline, (2) as a time-unit in CHOPs, and (3) as a time unit in movie files that are read into TOPs and written out from TOPs. The frame rate is the frames per second (FPS).\n\n\n\nThe connection of an output of one node to the input of another node in a network. In contrast, see Link.\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 polygon is a type of Primitive that is formed from a set of Vertices in 3D that are implicitly connected together to form a multi-edge shape.\n\n\n\nAn Operator Family which operate on Channels (a sequence of numbers (Samples)) which are used for animation, audio, mathematics, simulation, logic, UI construction, and data streamed from/to devices and protocols.\n\n\n\n\n\n\n\n\nRetrieved from \"https://docs.derivative.ca/index.php?title=Point_Sprite_MAT&oldid=24285\"\n\t\tCategory: MATs",
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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\nThe Sprite allows you to control some attributes of Sprites (creatable using the Particle SOP, DAT to SOP, or Convert SOP). You can apply color, a color map, change the size of the created point sprite from a square to a rectangle, and scale the size of the point sprite.\t\t\t\nA point sprite's final size controls the number of pixels wide/high it is, regardless of how far it is from the camera (unless you are using attenuation).\npointspriteMAT_Class\n\nContents\n \n \n \n \n \n \n \n \n \n \n\n \n \n \n\n\n\n\n\n color - - The color of the light reflected from the material.\n\n colorr - colorg - colorb -\n\t\t\t\n alpha - The opacity of the material. This parameter is multiplied by point alpha of the object.\n\n\n\t\t\t\n postmultalpha - Enable/disable multiplying color by alpha.\n\n\n\t\t\t\n colormap - - The color map to apply to the sprites. The Color Map will be multiplied by the color of the sprites. The Color Map parameter can also take 3D / 2D Texture Arrays (from the Texture 3D TOP for example), and the w texture coordinate will select the correct map from the array.\t\t\nThe final size of the point sprite is controlled by the pscale point attribute (if present) getting multiplied of the result of the next 6 parameters. There are two types of scale this can apply, and they are blended using the Attenuate Scale parameter to create one final point scale (which is multiplied by pscale).\n\n\n colormapextendu - - \n\n hold - zero - repeat - mirror -\n\t\t\n colormapextendv - - \n\n hold - zero - repeat - mirror -\n\t\t\n colormapextendw - - \n\n hold - zero - repeat - mirror -\n\t\t\n colormapfilter - - \n\n nearest - linear - mipmaplinear -\n\t\t\n colormapanisotropy - - \n\n off - 2x - 4x - 8x - 16x -\n\n\n\t\t\t\n offsetleft - Crop the left side of the sprites.\n\n\n\t\t\t\n offsetright - Crop the right side of the sprites.\n\n\n\t\t\t\n offsetbottom - Crop the bottom side of the sprites.\n\n\n\t\t\t\n offsettop - Crop the top side of the sprites.\n\n\n\t\t\t\n pointscale - A constant value that is applied to all points evenly. When Attenuate Scale is 0, the point sprite size will be pscale * this value.\n\n\n\t\t\t\n attenpscale - This value blends between the Constant Scale and the Attenuated Scale. 0 means 100% constant point scale and 1 means 100% attenuated point scale.\t\t\nPoints that are closer than or at the Near distance from the camera will use the Near Scale, points between the Near Distance and Far Distance will use a blended scale between the Near Scale and the Far Scale. Points farther than the Far Distance will use the Far Scale.\n\n\n\t\t\t\n attennear - Points that are closer than or at this distance from the camera will use the Near Scale .\n\n\n\t\t\t\n attenfar - Points that are farther than or at this distance from the camera will use the Far Scale .\n\n\n\t\t\t\n attensizenear - This point scale is applied at the near distance.\n\n\n\t\t\t\n attensizefar - This point scale is applied at the far distance.\n\n\n\n\n\nRefer to the Deform Article for more information on doing deforms in TouchDesigner.\n\n dodeform - Enables deforms on this material.\n\n\n\n deformdata - - Specifies where the deform bone data will be obtained.\n\n sop - mat - deformin -\n\n targetsop - Specifies the that contains the deform capture attributes.\n\n\n\n pcaptpath - Specifies the name of the pCaptPath attribute to use. When your geometry has been put through a Bone Group SOP, the attributes will be split into names like pCaptPath0, pCaptPath1. You can only render 1 bone group at a time, so this should match the group you are rendering with this material.\n\n\n\n pcaptdata - Much like pCaptPath Attrib.\n\n\n\n skelrootpath - Specifies the path to the where the root of the skeleton is located.\n\n\n\n mat - When obtaining deform data from a or a Deform In , this is where that is specified.\n\n\n\n\n\n\nBlending is summing the color value of the pixel being drawn and the pixel currently present in the Color-Buffer. Blending is typically used to simulate Transparency.\n\t\tThe blending equation is:\n\t\tFinal Pixel Value = (Source Blend * Source Color) + (Dest Blend * Destination Color)\n\n blending - This toggle enables and disables blending. However see the wiki article Transparency.\n\n\n\n blendop - - \n\n add - subtract - revsubtract - minimum - maximum -\n\n srcblend - - This value is multiplied by the color value of the pixel that is being written to the Color-Buffer (also know as the Source Color).\n\n zero - dcol - omdcol - sa - omsa - da - omda - sas - one - constantcol - omconstantcol - constanta - omconstanta -\n\n destblend - - This value is multiplied by the color value of the pixel currently in the Color-Buffer (also known as the Destination Color).\n\n one - scol - omscol - sa - omsa - da - omda - zero - dcol - omdcol - sas - constantcol - omconstantcol - constanta - omconstanta -\n\n separatealphafunc - This toggle enables and disables separate blending options for the alpha values.\n\n\n\n blendopa - - \n\n add - subtract - revsubtract - minimum - maximum -\n\n srcblenda - - This value is multiplied by the alpha value of the pixel that is being written to the Color-Buffer (also know as the Source Alpha).\n\n zero - dcol - omdcol - sa - omsa - da - omda - sas - one - constantcol - omconstantcol - constanta - omconstanta -\n\n destblenda - - This value is multiplied by the alpha value of the pixel currently in the Color-Buffer (also known as the Destination Alpha).\n\n one - scol - omscol - sa - omsa - da - omda - zero - dcol - omdcol - sas - constantcol - omconstantcol - constanta - omconstanta -\n\n blendconstant - - \n\n blendconstantr - blendconstantg - blendconstantb -\n\n blendconstanta - \n\n\n\n legacyalphabehavior - \n\n\n\n postmultalpha - Multiplies the color by alpha after all other operations have taken place.\n\n\n\n pointcolorpremult - - \n\n alreadypremult - premultinshader -\n\n depthtest - Enables and disables the Depth-Test. If the depth-test is disabled, depths values aren't written to the Depth-Buffer.\n\n\n\n depthfunc - - The depth value of the pixel being drawn is compared to the depth value currently in the depth-buffer using this function. If the test passes then the pixel is drawn to the -Buffer. If the test fails the pixel is discarded and no changes are made to the -Buffer.\n\n less - lessorequal - equal - greater - greaterorequal - notequal - always -\n\n\nDepth-Testing is comparing the depth value of the pixel being drawn with the pixel currently in the Frame-Buffer. A pixel that is determined to be in-front of the pixel currently in the -Buffer will be drawn over it. Pixels that are determined to be behind the pixel currently in the -Buffer will not be drawn. Depth-Testing allows geometry in a 3D scene to occlude geometry behind it, and be occluded by geometry in-front of it regardless of the order the geometry was drawn.\nFor a more detailed description of Depth-Testing, refer to the Depth-Test article.\n\n depthwriting - If Write Depth Values is on, pixels that pass the depth-test will write their depth value to the Depth-Buffer. If this isn't on then no changes will be made to the Depth-Buffer, regardless of if the pixels drawn pass or fail the depth-test.\n\n\n\n alphatest - This enables or disables the pixel alpha test.\n\n\n\n alphafunc - - This menu works in conjunction with the Alpha Threshold parameter below in determining which pixels to keep based on their alpha value.\n\n less - lessorequal - greater - greaterorequal -\n\n alphathreshold - This value is what the pixel's alpha is compared to to determine if the pixel should be drawn. Pixels with alpha greater than the Alpha Threshold will be drawn. Pixels with alpha less than or equal to the Alpha Threshold will not be drawn.\n\n\n\n wireframe - - Enables and disables wire-frame rendering with the option of OpenGL Tesselated or Topology based wireframes.\n\n off - tesselated - topology -\n\n\nAlpha-testing allows you to choose to draw or not draw a pixel based on its alpha value.\n\n wirewidth - This value is the width that the wires will be. This value is in pixels.\n\n\n\n cullface - - Selects which faces to render.\n\n userender - Use the render settings found in the Render or Render Pass . neither - Do not cull any faces, render everything. backfaces - Cull back faces, render front faces. frontfaces - Cull front faces, render back faces. bothfaces - Cull both faces, render nothing.\n\n polygonoffset - Turns on the polygon offset feature.\n\n\n\n polygonoffsetfactor - \n\n\n\n polygonoffsetunits - \n\n\n\n\nThe wire-frame feature will render the geometry as wire-frame, using the actual primitive type used in the render. What this means is surfaces like Metaballs, NURBs and Beziers will become a wire-frame of the triangles/triangle-strips used to render them (since these types of primitives can't be natively rendered in OpenGL).\n\n\nThe cull face parameter will cull faces from the render output. This can be used as an optimization or sometimes to remove artifacts. See Back-Face Culling for more infomation.\n\n\nThis feature pushes the polygons back into space a tiny fraction. This is useful when you are rendering two polygons directly on-top of each other and are experiencing Z-Fighting. Refer to Polygon Depth Offset for more information. This is also an important feature when doing shadows.\n\n\nExtra Information for the Sprite can be accessed via an Info CHOP.\n\n\n\n\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\\n2021.100002018.28070before 2018.28070\nMATs\n• • • • • • • • • • • • • • • • \n\nEach SOP has a list of Points. Each point has an XYZ 3D position value plus other optional attributes. Each polygon Primitive is defined by a vertex list, which is list of point numbers.\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\nOperators that need 1 or more inputs are called Filters in TouchDesigner, like a Math CHOP. See Generator.\n\n\n\nEvery operator in TouchDesigner has a set of control Parameters that can be integer or floating point numbers, menus, binary toggles, text strings or operator paths, which determine the output of the operator.\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\nTouchDesigner is a hierarchy of components. \"root\" is the top-most network in the hierarchy. The Network Path or Path for root is simply /. A typical path is /project1/moviein1.\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 that contains its own Network. There are sixteen 3D Object Component and ten 2D Panel Component types. See also Network Path.\n\n\n\nThe OpenGL (pre-2022) or Vulkan (2022-) code that runs on the GPU and creates rendered images from polygons and textures. A shader is programmed in Text DATs and referenced by a GLSL Material or a GLSL TOP. Shaders are composed of up to three parts: Vertex Shader, Pixel Shader and Compute Shader.\n\n\n\nThe term \"Frame\" is a measurement of time used (1) in the Timeline, (2) as a time-unit in CHOPs, and (3) as a time unit in movie files that are read into TOPs and written out from TOPs. The frame rate is the frames per second (FPS).\n\n\n\nThe connection of an output of one node to the input of another node in a network. In contrast, see Link.\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 polygon is a type of Primitive that is formed from a set of Vertices in 3D that are implicitly connected together to form a multi-edge shape.\n\n\n\nAn Operator Family which operate on Channels (a sequence of numbers (Samples)) which are used for animation, audio, mathematics, simulation, logic, UI construction, and data streamed from/to devices and protocols.\n\n\n\n\n\n\n\n\nRetrieved from \"https://docs.derivative.ca/index.php?title=Point_Sprite_MAT&oldid=24285\"\n\t\tCategory: MATs",
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"description": "The Sprite allows you to control some attributes of Sprites (creatable using the Particle SOP, DAT to SOP, or Convert SOP). You can apply color, a color map, change the size of the created point sprite from a square to a rectangle, and scale the size of the point sprite.\t\t\t\nA point sprite's final size controls the number of pixels wide/high it is, regardless of how far it is from the camera (unless you are using attenuation).\npointspriteMAT_Class\n\nContents\n \n \n \n \n \n \n \n \n \n \n\n \n \n \n\n\n\n\n\n color - - The color of the light reflected from the material.\n\n colorr - colorg - colorb -\n\t\t\t\n alpha - The opacity of the material. This parameter is multiplied by point alpha of the object.\n\n\n\t\t\t\n postmultalpha - Enable/disable multiplying color by alpha.\n\n\n\t\t\t\n colormap - - The color map to apply to the sprites. The Color Map will be multiplied by the color of the sprites. The Color Map parameter can also take 3D / 2D Texture Arrays (from the Texture 3D TOP for example), and the w texture coordinate will select the correct map from the array.\t\t\nThe final size of the point sprite is controlled by the pscale point attribute (if present) getting multiplied of the result of the next 6 parameters. There are two types of scale this can apply, and they are blended using the Attenuate Scale parameter to create one final point scale (which is multiplied by pscale).\n\n\n colormapextendu - - \n\n hold - zero - repeat - mirror -\n\t\t\n colormapextendv - - \n\n hold - zero - repeat - mirror -\n\t\t\n colormapextendw - - \n\n hold - zero - repeat - mirror -\n\t\t\n colormapfilter - - \n\n nearest - linear - mipmaplinear -\n\t\t\n colormapanisotropy - - \n\n off - 2x - 4x - 8x - 16x -\n\n\n\t\t\t\n offsetleft - Crop the left side of the sprites.\n\n\n\t\t\t\n offsetright - Crop the right side of the sprites.\n\n\n\t\t\t\n offsetbottom - Crop the bottom side of the sprites.\n\n\n\t\t\t\n offsettop - Crop the top side of the sprites.\n\n\n\t\t\t\n pointscale - A constant value that is applied to all points evenly. When Attenuate Scale is 0, the point sprite size will be pscale * this value.\n\n\n\t\t\t\n attenpscale - This value blends between the Constant Scale and the Attenuated Scale. 0 means 100% constant point scale and 1 means 100% attenuated point scale.\t\t\nPoints that are closer than or at the Near distance from the camera will use the Near Scale, points between the Near Distance and Far Distance will use a blended scale between the Near Scale and the Far Scale. Points farther than the Far Distance will use the Far Scale.\n\n\n\t\t\t\n attennear - Points that are closer than or at this distance from the camera will use the Near Scale .\n\n\n\t\t\t\n attenfar - Points that are farther than or at this distance from the camera will use the Far Scale .\n\n\n\t\t\t\n attensizenear - This point scale is applied at the near distance.\n\n\n\t\t\t\n attensizefar - This point scale is applied at the far distance.\n\n\n\n\n\nRefer to the Deform Article for more information on doing deforms in TouchDesigner.\n\n dodeform - Enables deforms on this material.\n\n\n\n deformdata - - Specifies where the deform bone data will be obtained.\n\n sop - mat - deformin -\n\n targetsop - Specifies the that contains the deform capture attributes.\n\n\n\n pcaptpath - Specifies the name of the pCaptPath attribute to use. When your geometry has been put through a Bone Group SOP, the attributes will be split into names like pCaptPath0, pCaptPath1. You can only render 1 bone group at a time, so this should match the group you are rendering with this material.\n\n\n\n pcaptdata - Much like pCaptPath Attrib.\n\n\n\n skelrootpath - Specifies the path to the where the root of the skeleton is located.\n\n\n\n mat - When obtaining deform data from a or a Deform In , this is where that is specified.\n\n\n\n\n\n\nBlending is summing the color value of the pixel being drawn and the pixel currently present in the Color-Buffer. Blending is typically used to simulate Transparency.\n\t\tThe blending equation is:\n\t\tFinal Pixel Value = (Source Blend * Source Color) + (Dest Blend * Destination Color)\n\n blending - This toggle enables and disables blending. However see the wiki article Transparency.\n\n\n\n blendop - - \n\n add - subtract - revsubtract - minimum - maximum -\n\n srcblend - - This value is multiplied by the color value of the pixel that is being written to the Color-Buffer (also know as the Source Color).\n\n zero - dcol - omdcol - sa - omsa - da - omda - sas - one - constantcol - omconstantcol - constanta - omconstanta -\n\n destblend - - This value is multiplied by the color value of the pixel currently in the Color-Buffer (also known as the Destination Color).\n\n one - scol - omscol - sa - omsa - da - omda - zero - dcol - omdcol - sas - constantcol - omconstantcol - constanta - omconstanta -\n\n separatealphafunc - This toggle enables and disables separate blending options for the alpha values.\n\n\n\n blendopa - - \n\n add - subtract - revsubtract - minimum - maximum -\n\n srcblenda - - This value is multiplied by the alpha value of the pixel that is being written to the Color-Buffer (also know as the Source Alpha).\n\n zero - dcol - omdcol - sa - omsa - da - omda - sas - one - constantcol - omconstantcol - constanta - omconstanta -\n\n destblenda - - This value is multiplied by the alpha value of the pixel currently in the Color-Buffer (also known as the Destination Alpha).\n\n one - scol - omscol - sa - omsa - da - omda - zero - dcol - omdcol - sas - constantcol - omconstantcol - constanta - omconstanta -\n\n blendconstant - - \n\n blendconstantr - blendconstantg - blendconstantb -\n\n blendconstanta - \n\n\n\n legacyalphabehavior - \n\n\n\n postmultalpha - Multiplies the color by alpha after all other operations have taken place.\n\n\n\n pointcolorpremult - - \n\n alreadypremult - premultinshader -\n\n depthtest - Enables and disables the Depth-Test. If the depth-test is disabled, depths values aren't written to the Depth-Buffer.\n\n\n\n depthfunc - - The depth value of the pixel being drawn is compared to the depth value currently in the depth-buffer using this function. If the test passes then the pixel is drawn to the -Buffer. If the test fails the pixel is discarded and no changes are made to the -Buffer.\n\n less - lessorequal - equal - greater - greaterorequal - notequal - always -\n\n\nDepth-Testing is comparing the depth value of the pixel being drawn with the pixel currently in the Frame-Buffer. A pixel that is determined to be in-front of the pixel currently in the -Buffer will be drawn over it. Pixels that are determined to be behind the pixel currently in the -Buffer will not be drawn. Depth-Testing allows geometry in a 3D scene to occlude geometry behind it, and be occluded by geometry in-front of it regardless of the order the geometry was drawn.\nFor a more detailed description of Depth-Testing, refer to the Depth-Test article.\n\n depthwriting - If Write Depth Values is on, pixels that pass the depth-test will write their depth value to the Depth-Buffer. If this isn't on then no changes will be made to the Depth-Buffer, regardless of if the pixels drawn pass or fail the depth-test.\n\n\n\n alphatest - This enables or disables the pixel alpha test.\n\n\n\n alphafunc - - This menu works in conjunction with the Alpha Threshold parameter below in determining which pixels to keep based on their alpha value.\n\n less - lessorequal - greater - greaterorequal -\n\n alphathreshold - This value is what the pixel's alpha is compared to to determine if the pixel should be drawn. Pixels with alpha greater than the Alpha Threshold will be drawn. Pixels with alpha less than or equal to the Alpha Threshold will not be drawn.\n\n\n\n wireframe - - Enables and disables wire-frame rendering with the option of OpenGL Tesselated or Topology based wireframes.\n\n off - tesselated - topology -\n\n\nAlpha-testing allows you to choose to draw or not draw a pixel based on its alpha value.\n\n wirewidth - This value is the width that the wires will be. This value is in pixels.\n\n\n\n cullface - - Selects which faces to render.\n\n userender - Use the render settings found in the Render or Render Pass . neither - Do not cull any faces, render everything. backfaces - Cull back faces, render front faces. frontfaces - Cull front faces, render back faces. bothfaces - Cull both faces, render nothing.\n\n polygonoffset - Turns on the polygon offset feature.\n\n\n\n polygonoffsetfactor - \n\n\n\n polygonoffsetunits - \n\n\n\n\nThe wire-frame feature will render the geometry as wire-frame, using the actual primitive type used in the render. What this means is surfaces like Metaballs, NURBs and Beziers will become a wire-frame of the triangles/triangle-strips used to render them (since these types of primitives can't be natively rendered in OpenGL).\n\n\nThe cull face parameter will cull faces from the render output. This can be used as an optimization or sometimes to remove artifacts. See Back-Face Culling for more infomation.\n\n\nThis feature pushes the polygons back into space a tiny fraction. This is useful when you are rendering two polygons directly on-top of each other and are experiencing Z-Fighting. Refer to Polygon Depth Offset for more information. This is also an important feature when doing shadows.\n\n\nExtra Information for the Sprite can be accessed via an Info CHOP.\n\n\n\n\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\\n2021.100002018.28070before 2018.28070\nMATs\n• • • • • • • • • • • • • • • • \n\nEach SOP has a list of Points. Each point has an XYZ 3D position value plus other optional attributes. Each polygon Primitive is defined by a vertex list, which is list of point numbers.\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\nOperators that need 1 or more inputs are called Filters in TouchDesigner, like a Math CHOP. See Generator.\n\n\n\nEvery operator in TouchDesigner has a set of control Parameters that can be integer or floating point numbers, menus, binary toggles, text strings or operator paths, which determine the output of the operator.\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\nTouchDesigner is a hierarchy of components. \"root\" is the top-most network in the hierarchy. The Network Path or Path for root is simply /. A typical path is /project1/moviein1.\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 that contains its own Network. There are sixteen 3D Object Component and ten 2D Panel Component types. See also Network Path.\n\n\n\nThe OpenGL (pre-2022) or Vulkan (2022-) code that runs on the GPU and creates rendered images from polygons and textures. A shader is programmed in Text DATs and referenced by a GLSL Material or a GLSL TOP. Shaders are composed of up to three parts: Vertex Shader, Pixel Shader and Compute Shader.\n\n\n\nThe term \"Frame\" is a measurement of time used (1) in the Timeline, (2) as a time-unit in CHOPs, and (3) as a time unit in movie files that are read into TOPs and written out from TOPs. The frame rate is the frames per second (FPS).\n\n\n\nThe connection of an output of one node to the input of another node in a network. In contrast, see Link.\n\n\n\nAn Operator Family that creates, composites and modifies images, and reads/writes images and movies to/from files and the network. 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"description": "postmultalpha - Multiplies the color by alpha after all other operations have taken place.",
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