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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": "blend_sop",
"name": "Blend SOP",
"displayName": "Blend SOP",
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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 Blend provides 3D metamorphosis between shapes with the same topology. It can blend between sixteen input SOPs using the average weight of each input's respective channel. It will also interpolate point colors and/or texture co-ordinates between shapes.\t\nFor best results, there should be the same number of points / CVs (and faces) in the geometry of each . The points should have a similar order; if point 17 in one source is on the left side, and point 17 in another Source is on the right side, it will move across the object during the blend, which may create distorted and twisted shapes. To ensure that this doesn't happen, you can make all the pieces to be blended by editing point positions of one common base shape. 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Add parameters below as needed for the number of inputs connected.\n\n input - Sequence of input weights\n\n\n\n input0weight - The weight or contribution of this input. 0 has no contribution, 1 is full contribution.\n\n\n\n\n\n\nThis can be used as a form of geometry deformation. Model your geometry, such as the mouth on the head of a character. This will become your first input.\n\n\nSet the input to the first to be blended. For example, if there are five shapes to be blended, the simplest set-up is the following:\nUse four Model SOPs, and import the geometry from the base geometry to be deformed / morphed. In each of the Model SOPs, edit the geometry to suit.\nAppend a Blend off of the containing the base geometry and then proceed to connect up the four Model SOPs into the Blend .\nThe amount that each input contributes to the resulting shape is controlled by each input's blend channel. Editing the values of the blend channels will result in each input to determine the final shape based on ratios.\nFor example, if the /blend3 channel's value is 1, and the rest of the channels are set to 0, the resulting shape is the geometry in the third input . Now change the value in the /blend5 channel to 1, the resulting shape will be a 50/50 percent blend of the geometry contained in the input SOPs' three and five. You would get the exact same result by setting both channels to 0.3, or to any number if the numbers are the same in both channels, there will be equal contribution to the shape.\n\n\n -\n\nExtra Information for the Blend can be accessed via an Info CHOP.\n\n\n\n - Number of points in this . - Number of primitives in this . - Number of particles in this . - Time spent in another thread updating geometry data on the from the 's CPU data. As it is part of another thread, this time is not part of the usual frame time. - Time spent in another thread updating meta surface geometry data (such as metaballs or nurbs) on the from the 's CPU data. As it is part of another thread, this time is not part of the usual frame time.\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\\nwikieditorwikieditorwikieditor2022.241402021.100002020.200002018.28070before 2018.28070\nSOPs\n• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • \n\nA Operator Family that reads, creates and modifies 3D points, polygons, lines, particles, surfaces, spheres and meatballs. 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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 Blend provides 3D metamorphosis between shapes with the same topology. It can blend between sixteen input SOPs using the average weight of each input's respective channel. It will also interpolate point colors and/or texture co-ordinates between shapes.\t\nFor best results, there should be the same number of points / CVs (and faces) in the geometry of each . The points should have a similar order; if point 17 in one source is on the left side, and point 17 in another Source is on the right side, it will move across the object during the blend, which may create distorted and twisted shapes. To ensure that this doesn't happen, you can make all the pieces to be blended by editing point positions of one common base shape. Each of the pieces to be morphed must be in different SOPs.\t\t\nFor example, when editing the shapes in the Model Editor, each particular geometry can be saved and then read in, or input the Model directly into the Blend . You would then have the base model geometry entering the Blend in the first Blend, then up to 15 Model SOPs feeding from the containing the base model geometry, which in turn would feed into the Blend . Remember that Model SOPs cannot be unlocked and, therefore, are a safe way to store data without using a File In .\t\t\nThe Blend now only cooks non-zero-weighted inputs.\t\t\nSee also Sequence Blend SOP.\nblendSOP_Class\n\nContents\n \n \n \n \n \n \n \n \n \n\n\n\n\n\n group - Specifies a point or primitive group in the first input. If, for example, a group is specified containing the first and third points, then the first and third point of every input will be blended whereas the second, fourth, fifth, etc. points will be set to match the first input source. 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Add parameters below as needed for the number of inputs connected.\n\n input - Sequence of input weights\n\n\n\n input0weight - The weight or contribution of this input. 0 has no contribution, 1 is full contribution.\n\n\n\n\n\n\nThis can be used as a form of geometry deformation. Model your geometry, such as the mouth on the head of a character. This will become your first input.\n\n\nSet the input to the first to be blended. For example, if there are five shapes to be blended, the simplest set-up is the following:\nUse four Model SOPs, and import the geometry from the base geometry to be deformed / morphed. In each of the Model SOPs, edit the geometry to suit.\nAppend a Blend off of the containing the base geometry and then proceed to connect up the four Model SOPs into the Blend .\nThe amount that each input contributes to the resulting shape is controlled by each input's blend channel. 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As it is part of another thread, this time is not part of the usual frame time. - Time spent in another thread updating meta surface geometry data (such as metaballs or nurbs) on the from the 's CPU data. As it is part of another thread, this time is not part of the usual frame time.\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\\nwikieditorwikieditorwikieditor2022.241402021.100002020.200002018.28070before 2018.28070\nSOPs\n• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • \n\nA Operator Family that reads, creates and modifies 3D points, polygons, lines, particles, surfaces, spheres and meatballs. 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"description": "The Blend provides 3D metamorphosis between shapes with the same topology. It can blend between sixteen input SOPs using the average weight of each input's respective channel. It will also interpolate point colors and/or texture co-ordinates between shapes.\t\nFor best results, there should be the same number of points / CVs (and faces) in the geometry of each . The points should have a similar order; if point 17 in one source is on the left side, and point 17 in another Source is on the right side, it will move across the object during the blend, which may create distorted and twisted shapes. To ensure that this doesn't happen, you can make all the pieces to be blended by editing point positions of one common base shape. Each of the pieces to be morphed must be in different SOPs.\t\t\nFor example, when editing the shapes in the Model Editor, each particular geometry can be saved and then read in, or input the Model directly into the Blend . 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Editing the values of the blend channels will result in each input to determine the final shape based on ratios.\nFor example, if the /blend3 channel's value is 1, and the rest of the channels are set to 0, the resulting shape is the geometry in the third input . Now change the value in the /blend5 channel to 1, the resulting shape will be a 50/50 percent blend of the geometry contained in the input SOPs' three and five. You would get the exact same result by setting both channels to 0.3, or to any number if the numbers are the same in both channels, there will be equal contribution to the shape.\n\n\n -\n\nExtra Information for the Blend can be accessed via an Info CHOP.\n\n\n\n - Number of points in this . - Number of primitives in this . - Number of particles in this . - Time spent in another thread updating geometry data on the from the 's CPU data. As it is part of another thread, this time is not part of the usual frame time. - Time spent in another thread updating meta surface geometry data (such as metaballs or nurbs) on the from the 's CPU data. As it is part of another thread, this time is not part of the usual frame time.\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\\nwikieditorwikieditorwikieditor2022.241402021.100002020.200002018.28070before 2018.28070\nSOPs\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\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\nThe Graphics Processing Unit. This is the high-speed, many-core processor of the graphics card/chip that takes geometry, images and data from the CPU and creates images and processed data.\n\n\n\n\n\n\n\n\nRetrieved from \"https://docs.derivative.ca/index.php?title=Blend_SOP&oldid=32294\"",
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