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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": "displace_top",
  "name": "Displace TOP",
  "displayName": "Displace TOP",
  "category": "TOP",
  "subcategory": "Filters",
  "version": "",
  "lastUpdated": "2025-08-07T07:49:59.702Z",
  "sourceFile": "C:\\Program Files\\Derivative\\TouchDesigner\\Samples\\Learn\\OfflineHelp\\https.docs.derivative.ca\\Displace_TOP.htm",
  "url": "",
  "description": "The Displace TOP will cause one image to be warped by another image. A pixel of the output image at (Uo,Vo) gets its RGBA value from a different pixel (Ui, Vi) of the Source Image by using the second input image (the Displace Image).",
  "summary": "The Displace TOP will cause one image to be warped by another image. A pixel of the output image at (Uo,Vo) gets its RGBA value from a different pixel (Ui, Vi) of the Source Image by using the second ",
  "details": "",
  "usage": "",
  "tips": [],
  "warnings": [],
  "parameters": [
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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 Displace  will cause one image to be warped by another image. A pixel of the output image at (Uo,Vo) gets its RGBA value from a different pixel (Ui, Vi) of the Source Image by using the second input image (the Displace Image). \t\t\nFor each pixel in the output image, three factors affect which pixel to fetch from the source:\t\t\t\n\nThe horizontal and vertical source channels of the Displace Image (Red and Blue by default).\nthe Uo and Vo coordinate of the output pixel.\nA constant Ua and Va anchor point (Offset).Displace Image - In using the Displace Image, for each pixel in the output, it gets the corresponding pixel from the input, and uses the red channel and blue channel as its U and V displacement. If the red and blue are .5, .5, then Uo = Ui and Vo = Vi. That is, there is no warp if the Displace Image is a 50% grey. Also the warp is reduced to 0 if the Displace Weight is 0. Where red < .5 in the Displace Image, it fetches a pixel from the left of Uo in the Source Image. If blue < .5, it fetches a pixel from below Vo in the Source Image. Thus the pixel is retrieved from Ui, Vi at Uo*Scale*(red-.5), Vo*Scale*(.5-blue) of the Source Image.\t\t\t\nUo and Vo offset - By default, the warping of each output pixel is relative to its Uo, Vo. But when the UV Weight parameter is 0, the displacement is relative to the center pixel of the Source Image.\t\t\t\nUa and Va anchor (offset) point - This zooms into a pixel of the input if you bring the two other weights down to 0.\t\t\t\nFor the Displace Image, you can change which of its RGBA channels cause the warp. \t\t\t\nYou can choose if there is wraparound in the image warping. If the computed Uo and Vo is less than 0 or greater than 1, it can wraparound, clamp or mirror.\t\t\t\nThe Displace Image can be any photograph followed by a Slope , which will give luminance gradients in red and blue, with the neutral value at .5, exactly the form required by the Displace .\t\t\t\nOne way to experiment is to make a Displace Image from Ramp TOPs. Alternately use a Constant  set to .5, .5, .5, 1, then subtract a photo using a Subtract , and add another photo image using an Add . Before subtracting and adding the images, you can lower their effect using Level TOPs and adjusting Brightness.\t\t\t\nSee also: Remap TOP, Lookup TOP\ndisplaceTOP_Class\n\nContents\n \n \n \n \n \n \n \n\n\n\n\n\n  horzsource -  - Instead of using the Red channel to displace horizontally, you can choose a different channel.\n\n red - green - blue - alpha - none -\n\t\t\n  vertsource -  - Instead of using the Blue channel to displace vertically, you can choose a different channel.\n\n red - green - blue - alpha - none -\n\t\t\n  midpoint -  - This value is the color values that will result in no displacement. Values below this will cause the displacement to come from the left/bottom of the pixel, while values above this will cause the displacement to come from the right/top of the pixel.\n\nmidpoint1 -midpoint2 -\n\t\t\n  displaceweight -  - This scales the offset caused by the Displace Image. It will cause the pixels fetched to be closer/farther along the sample vector created by the Horizontal and Vertical Source.\n\ndisplaceweight1 -displaceweight2 -\n\t\t\n  uvweight - This reduces the influence of the pixel's position when brought toward 0. At its default of 1, it doesn't zoom into the Displace Image. When 0, it anchors the displacements relative to one pixel in the Source Image defined by the Offset and Offset Weight parameters.\n\n\n\t\t\n  offset -  - The Offset is first multiplied by the Offset Weight. Then it will be added to the coordinates caluclated after looking up into the displacement map. These final coordinates is what will be used to sample from the source image.\n\noffsetx -offsety -\n\t\t\n  offsetweight - Scales the Offset parameter values. When this is 0 the Offset parameter will have no effect.\n\n\n\t\t\n  extend -  - This parameter determines what happens at the edges of the tiles.\n\n hold - The pixel values at the edges of the tile continue to extend past that edge. zero - The image does not extend past the edges of the tile. repeat - The image is repeated at the edges of the tile. mirror - The image is mirrored at the edges of the tile.\n\n\n\n  outputresolution -  - quickly change the resolution of the 's data.\n\n useinput - Uses the input's resolution. eighth - Multiply the input's resolution by that amount. quarter - Multiply the input's resolution by that amount. half - Multiply the input's resolution by that amount. 2x - Multiply the input's resolution by that amount. 4x - Multiply the input's resolution by that amount. 8x - Multiply the input's resolution by that amount. fit - Fits the width and height to the resolution given below, while maintaining the aspect ratio. limit - The width and height are limited to the resolution given below. If one of the dimensions exceeds the given resolution, the width and height will be reduced to fit inside the given limits while maintaining the aspect ratio. custom - Enables the  parameter below, giving direct control over width and height.\n\n  resolution -  - Enabled only when the  parameter is set to Custom . Some Generators like Constant and Ramp do not use inputs and only use this field to determine their size. The drop down menu on the right provides some commonly used resolutions.\n\n resolutionw - resolutionh -\n\n  resmenu - A drop-down menu with some commonly used resolutions.\n\n\n\n  resmult - Uses the Global  Multiplier found in Edit>Preferences>TOPs. This multiplies all the TOPs resolutions by the set amount. This is handy when working on computers with different hardware specifications. If a project is designed on a desktop workstation with lots of graphics memory, a user on a laptop with only 64MB VRAM can set the Global  Multiplier to a value of half or quarter so it runs at an acceptable speed. By checking this checkbox on, this  is affected by the global multiplier.\n\n\n\n  outputaspect -  - Sets the image aspect ratio allowing any textures to be viewed in any size. Watch for unexpected results when compositing TOPs with different aspect ratios. (You can define images with non-square pixels using xres, yres, aspectx, aspecty where xres/yres != aspectx/aspecty.)\n\n useinput - Uses the input's aspect ratio. resolution - Uses the aspect of the image's defined resolution (ie 512x256 would be 2:1), whereby each pixel is square. custom - Lets you explicitly define a custom aspect ratio in the Aspect parameter below.\n\n  aspect -  - Use when Output Aspect parameter is set to Custom Aspect.\n\n aspect1 - aspect2 -\n\n  armenu - A drop-down menu with some commonly used aspect ratios.\n\n\n\n  inputfiltertype -  - This controls pixel filtering on the input image of the .\n\n nearest - Uses nearest pixel or accurate image representation. Images will look jaggy when viewing at any zoom level other than Native . linear - Uses linear filtering between pixels. This is how you get  images in viewers to look good at various zoom levels, especially useful when using any Fill Viewer setting other than Native . mipmap - Uses  mipmap filtering when scaling images. This can be used to reduce artifacts and sparkling in moving/scaling images that have lots of detail.\n\n  fillmode -  - Determine how the  image is displayed in the viewer.\nNOTE:To get an understanding of how TOPs work with images, you will want to set this to Native  as you lay down TOPs when starting out. This will let you see what is actually happening without any automatic viewer resizing.\n\n\n useinput - Uses the same Fill Viewer settings as it's input. fill - Stretches the image to fit the edges of the viewer. width - Stretches image to fit viewer horizontally. height - Stretches image to fit viewer vertically. best - Stretches or squashes image so no part of image is cropped. outside - Stretches or squashes image so image fills viewer while constraining it's proportions. This often leads to part of image getting cropped by viewer. nativeres - Displays the native resolution of the image in the viewer.\n\n  filtertype -  - This controls pixel filtering in the viewers.\n\n nearest - Uses nearest pixel or accurate image representation. Images will look jaggy when viewing at any zoom level other than Native . linear - Uses linear filtering between pixels. Use this to get  images in viewers to look good at various zoom levels, especially useful when using any Fill Viewer setting other than Native . mipmap - Uses  mipmap filtering when scaling images. This can be used to reduce artifacts and sparkling in moving/scaling images that have lots of detail.\n\n  npasses - Duplicates the operation of the  the specified number of times. Making this larger than 1 is essentially the same as taking the output from each pass, and passing it into the first input of the node and repeating the process. Other inputs and parameters remain the same for each pass.\n\n\n\n  chanmask - Allows you to choose which channels (R, G, B, or A) the  will operate on. All channels are selected by default.\n\n\n\n  format -  - Format used to store data for each channel in the image (ie. R, G, B, and A). Refer to Pixel Formats for more information.\n\n useinput - Uses the input's pixel format. rgba8fixed - Uses 8-bit integer values for each channel. srgba8fixed - Uses 8-bit integer values for each channel and stores color in sRGB colorspace. rgba16float - Uses 16-bits per color channel, 64-bits per pixel. rgba32float - Uses 32-bits per color channel, 128-bits per pixels. rgb10a2fixed - Uses 10-bits per color channel and 2-bits for alpha, 32-bits total per pixel. rgba16fixed - Uses 16-bits per color channel, 64-bits total per pixel. rgba11float - A RGB floating point format that has 11 bits for the Red and Green channels, and 10-bits for the Blue , 32-bits total per pixel (therefore the same memory usage as 8-bit RGBA). The Alpha channel in this format will always be 1. Values can go above one, but can't be negative. ie. the range is [0, infinite). rgb16float - rgb32float - mono8fixed - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 8-bits per pixel. mono16fixed - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 16-bits per pixel. mono16float - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 16-bits per pixel. mono32float - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 32-bits per pixel. rg8fixed - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 8-bits per channel, 16-bits total per pixel. rg16fixed - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 16-bits per channel, 32-bits total per pixel. rg16float - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 16-bits per channel, 32-bits total per pixel. rg32float - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 32-bits per channel, 64-bits total per pixel. a8fixed - An Alpha only format that has 8-bits per channel, 8-bits per pixel. a16fixed - An Alpha only format that has 16-bits per channel, 16-bits per pixel. a16float - An Alpha only format that has 16-bits per channel, 16-bits per pixel. a32float - An Alpha only format that has 32-bits per channel, 32-bits per pixel. monoalpha8fixed - A 2 channel format, one value for RGB and one value for Alpha. 8-bits per channel, 16-bits per pixel. monoalpha16fixed - A 2 channel format, one value for RGB and one value for Alpha. 16-bits per channel, 32-bits per pixel. monoalpha16float - A 2 channel format, one value for RGB and one value for Alpha. 16-bits per channel, 32-bits per pixel. monoalpha32float - A 2 channel format, one value for RGB and one value for Alpha. 32-bits per channel, 64-bits per pixel.\n\n\n\n -\n -\n\nExtra Information for the Displace  can be accessed via an Info CHOP.\n\n\n\n - Horizontal resolution of the  in pixels. - Vertical resolution of the  in pixels. - Horizontal aspect of the . - Vertical aspect of the . - Depth of 2D or 3D array if this  contains a 2D or 3D texture array. - Total amount of texture memory used by this .\n - Number of times the operator has cooked since the process started. - Duration of the last cook in milliseconds. - Frame number when this operator was last cooked relative to the component timeline. - Frame number when this operator was last cooked relative to the absolute time. - Time in milliseconds at which the operator started cooking in the frame it was cooked. - Time in milliseconds at which the operator finished cooking in the frame it was cooked. - 1 if operator was cooked this frame. - Number of warnings in this operator if any. - Number of errors in this operator if any.\nTouchDesigner Build: Latest\\n2022.241402021.100002018.28070before 2018.28070\nTOPs\n• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • \n\nAn Operator Family that creates, composites and modifies images, and reads/writes images and movies to/from files and the network. TOPs run on the graphics card's GPU.\n\n\n\nThe width and height of an image in pixels. Most TOPs, like the Movie File In TOP can set the image resolution. See Aspect Ratio for the width/height ratio of an image, taking into account non-square pixels.\n\n\n\nThe viewer of a node can be (1) the interior of a node (the Node Viewer), (2) a floating window (RMB->View... on node), or (3) a Pane that graphically shows the results of an operator.\n\n\n\nA CHOP outputs one or more channels, where a channel is simply a sequence of numbers (Samples), representing motion, audio, etc. Channels are passed between CHOPs in TouchDesigner networks. Channels can be Exported to Parameters.\n\n\n\nAn Operator Family which operate on Channels (a sequence of numbers (Samples)) which are used for animation, audio, mathematics, simulation, logic, UI construction, and data streamed from/to devices and protocols.\n\n\n\n\n\n\n\n\nRetrieved from \"https://docs.derivative.ca/index.php?title=Displace_TOP&oldid=27027\"\n\t\tCategory: TOPs",
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      "description": "From Derivative\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tJump to navigation\n\t\tJump to search\n\t\t\nThe Displace  will cause one image to be warped by another image. A pixel of the output image at (Uo,Vo) gets its RGBA value from a different pixel (Ui, Vi) of the Source Image by using the second input image (the Displace Image). \t\t\nFor each pixel in the output image, three factors affect which pixel to fetch from the source:\t\t\t\n\nThe horizontal and vertical source channels of the Displace Image (Red and Blue by default).\nthe Uo and Vo coordinate of the output pixel.\nA constant Ua and Va anchor point (Offset).Displace Image - In using the Displace Image, for each pixel in the output, it gets the corresponding pixel from the input, and uses the red channel and blue channel as its U and V displacement. If the red and blue are .5, .5, then Uo = Ui and Vo = Vi. That is, there is no warp if the Displace Image is a 50% grey. Also the warp is reduced to 0 if the Displace Weight is 0. Where red < .5 in the Displace Image, it fetches a pixel from the left of Uo in the Source Image. If blue < .5, it fetches a pixel from below Vo in the Source Image. Thus the pixel is retrieved from Ui, Vi at Uo*Scale*(red-.5), Vo*Scale*(.5-blue) of the Source Image.\t\t\t\nUo and Vo offset - By default, the warping of each output pixel is relative to its Uo, Vo. But when the UV Weight parameter is 0, the displacement is relative to the center pixel of the Source Image.\t\t\t\nUa and Va anchor (offset) point - This zooms into a pixel of the input if you bring the two other weights down to 0.\t\t\t\nFor the Displace Image, you can change which of its RGBA channels cause the warp. \t\t\t\nYou can choose if there is wraparound in the image warping. If the computed Uo and Vo is less than 0 or greater than 1, it can wraparound, clamp or mirror.\t\t\t\nThe Displace Image can be any photograph followed by a Slope , which will give luminance gradients in red and blue, with the neutral value at .5, exactly the form required by the Displace .\t\t\t\nOne way to experiment is to make a Displace Image from Ramp TOPs. Alternately use a Constant  set to .5, .5, .5, 1, then subtract a photo using a Subtract , and add another photo image using an Add . Before subtracting and adding the images, you can lower their effect using Level TOPs and adjusting Brightness.\t\t\t\nSee also: Remap TOP, Lookup TOP\ndisplaceTOP_Class\n\nContents\n \n \n \n \n \n \n \n\n\n\n\n\n  horzsource -  - Instead of using the Red channel to displace horizontally, you can choose a different channel.\n\n red - green - blue - alpha - none -\n\t\t\n  vertsource -  - Instead of using the Blue channel to displace vertically, you can choose a different channel.\n\n red - green - blue - alpha - none -\n\t\t\n  midpoint -  - This value is the color values that will result in no displacement. Values below this will cause the displacement to come from the left/bottom of the pixel, while values above this will cause the displacement to come from the right/top of the pixel.\n\nmidpoint1 -midpoint2 -\n\t\t\n  displaceweight -  - This scales the offset caused by the Displace Image. It will cause the pixels fetched to be closer/farther along the sample vector created by the Horizontal and Vertical Source.\n\ndisplaceweight1 -displaceweight2 -\n\t\t\n  uvweight - This reduces the influence of the pixel's position when brought toward 0. At its default of 1, it doesn't zoom into the Displace Image. When 0, it anchors the displacements relative to one pixel in the Source Image defined by the Offset and Offset Weight parameters.\n\n\n\t\t\n  offset -  - The Offset is first multiplied by the Offset Weight. Then it will be added to the coordinates caluclated after looking up into the displacement map. These final coordinates is what will be used to sample from the source image.\n\noffsetx -offsety -\n\t\t\n  offsetweight - Scales the Offset parameter values. When this is 0 the Offset parameter will have no effect.\n\n\n\t\t\n  extend -  - This parameter determines what happens at the edges of the tiles.\n\n hold - The pixel values at the edges of the tile continue to extend past that edge. zero - The image does not extend past the edges of the tile. repeat - The image is repeated at the edges of the tile. mirror - The image is mirrored at the edges of the tile.\n\n\n\n  outputresolution -  - quickly change the resolution of the 's data.\n\n useinput - Uses the input's resolution. eighth - Multiply the input's resolution by that amount. quarter - Multiply the input's resolution by that amount. half - Multiply the input's resolution by that amount. 2x - Multiply the input's resolution by that amount. 4x - Multiply the input's resolution by that amount. 8x - Multiply the input's resolution by that amount. fit - Fits the width and height to the resolution given below, while maintaining the aspect ratio. limit - The width and height are limited to the resolution given below. If one of the dimensions exceeds the given resolution, the width and height will be reduced to fit inside the given limits while maintaining the aspect ratio. custom - Enables the  parameter below, giving direct control over width and height.\n\n  resolution -  - Enabled only when the  parameter is set to Custom . Some Generators like Constant and Ramp do not use inputs and only use this field to determine their size. The drop down menu on the right provides some commonly used resolutions.\n\n resolutionw - resolutionh -\n\n  resmenu - A drop-down menu with some commonly used resolutions.\n\n\n\n  resmult - Uses the Global  Multiplier found in Edit>Preferences>TOPs. This multiplies all the TOPs resolutions by the set amount. This is handy when working on computers with different hardware specifications. If a project is designed on a desktop workstation with lots of graphics memory, a user on a laptop with only 64MB VRAM can set the Global  Multiplier to a value of half or quarter so it runs at an acceptable speed. By checking this checkbox on, this  is affected by the global multiplier.\n\n\n\n  outputaspect -  - Sets the image aspect ratio allowing any textures to be viewed in any size. Watch for unexpected results when compositing TOPs with different aspect ratios. (You can define images with non-square pixels using xres, yres, aspectx, aspecty where xres/yres != aspectx/aspecty.)\n\n useinput - Uses the input's aspect ratio. resolution - Uses the aspect of the image's defined resolution (ie 512x256 would be 2:1), whereby each pixel is square. custom - Lets you explicitly define a custom aspect ratio in the Aspect parameter below.\n\n  aspect -  - Use when Output Aspect parameter is set to Custom Aspect.\n\n aspect1 - aspect2 -\n\n  armenu - A drop-down menu with some commonly used aspect ratios.\n\n\n\n  inputfiltertype -  - This controls pixel filtering on the input image of the .\n\n nearest - Uses nearest pixel or accurate image representation. Images will look jaggy when viewing at any zoom level other than Native . linear - Uses linear filtering between pixels. This is how you get  images in viewers to look good at various zoom levels, especially useful when using any Fill Viewer setting other than Native . mipmap - Uses  mipmap filtering when scaling images. This can be used to reduce artifacts and sparkling in moving/scaling images that have lots of detail.\n\n  fillmode -  - Determine how the  image is displayed in the viewer.\nNOTE:To get an understanding of how TOPs work with images, you will want to set this to Native  as you lay down TOPs when starting out. This will let you see what is actually happening without any automatic viewer resizing.\n\n\n useinput - Uses the same Fill Viewer settings as it's input. fill - Stretches the image to fit the edges of the viewer. width - Stretches image to fit viewer horizontally. height - Stretches image to fit viewer vertically. best - Stretches or squashes image so no part of image is cropped. outside - Stretches or squashes image so image fills viewer while constraining it's proportions. This often leads to part of image getting cropped by viewer. nativeres - Displays the native resolution of the image in the viewer.\n\n  filtertype -  - This controls pixel filtering in the viewers.\n\n nearest - Uses nearest pixel or accurate image representation. Images will look jaggy when viewing at any zoom level other than Native . linear - Uses linear filtering between pixels. Use this to get  images in viewers to look good at various zoom levels, especially useful when using any Fill Viewer setting other than Native . mipmap - Uses  mipmap filtering when scaling images. This can be used to reduce artifacts and sparkling in moving/scaling images that have lots of detail.\n\n  npasses - Duplicates the operation of the  the specified number of times. Making this larger than 1 is essentially the same as taking the output from each pass, and passing it into the first input of the node and repeating the process. Other inputs and parameters remain the same for each pass.\n\n\n\n  chanmask - Allows you to choose which channels (R, G, B, or A) the  will operate on. All channels are selected by default.\n\n\n\n  format -  - Format used to store data for each channel in the image (ie. R, G, B, and A). Refer to Pixel Formats for more information.\n\n useinput - Uses the input's pixel format. rgba8fixed - Uses 8-bit integer values for each channel. srgba8fixed - Uses 8-bit integer values for each channel and stores color in sRGB colorspace. rgba16float - Uses 16-bits per color channel, 64-bits per pixel. rgba32float - Uses 32-bits per color channel, 128-bits per pixels. rgb10a2fixed - Uses 10-bits per color channel and 2-bits for alpha, 32-bits total per pixel. rgba16fixed - Uses 16-bits per color channel, 64-bits total per pixel. rgba11float - A RGB floating point format that has 11 bits for the Red and Green channels, and 10-bits for the Blue , 32-bits total per pixel (therefore the same memory usage as 8-bit RGBA). The Alpha channel in this format will always be 1. Values can go above one, but can't be negative. ie. the range is [0, infinite). rgb16float - rgb32float - mono8fixed - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 8-bits per pixel. mono16fixed - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 16-bits per pixel. mono16float - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 16-bits per pixel. mono32float - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 32-bits per pixel. rg8fixed - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 8-bits per channel, 16-bits total per pixel. rg16fixed - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 16-bits per channel, 32-bits total per pixel. rg16float - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 16-bits per channel, 32-bits total per pixel. rg32float - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 32-bits per channel, 64-bits total per pixel. a8fixed - An Alpha only format that has 8-bits per channel, 8-bits per pixel. a16fixed - An Alpha only format that has 16-bits per channel, 16-bits per pixel. a16float - An Alpha only format that has 16-bits per channel, 16-bits per pixel. a32float - An Alpha only format that has 32-bits per channel, 32-bits per pixel. monoalpha8fixed - A 2 channel format, one value for RGB and one value for Alpha. 8-bits per channel, 16-bits per pixel. monoalpha16fixed - A 2 channel format, one value for RGB and one value for Alpha. 16-bits per channel, 32-bits per pixel. monoalpha16float - A 2 channel format, one value for RGB and one value for Alpha. 16-bits per channel, 32-bits per pixel. monoalpha32float - A 2 channel format, one value for RGB and one value for Alpha. 32-bits per channel, 64-bits per pixel.\n\n\n\n -\n -\n\nExtra Information for the Displace  can be accessed via an Info CHOP.\n\n\n\n - Horizontal resolution of the  in pixels. - Vertical resolution of the  in pixels. - Horizontal aspect of the . - Vertical aspect of the . - Depth of 2D or 3D array if this  contains a 2D or 3D texture array. - Total amount of texture memory used by this .\n - Number of times the operator has cooked since the process started. - Duration of the last cook in milliseconds. - Frame number when this operator was last cooked relative to the component timeline. - Frame number when this operator was last cooked relative to the absolute time. - Time in milliseconds at which the operator started cooking in the frame it was cooked. - Time in milliseconds at which the operator finished cooking in the frame it was cooked. - 1 if operator was cooked this frame. - Number of warnings in this operator if any. - Number of errors in this operator if any.\nTouchDesigner Build: Latest\\n2022.241402021.100002018.28070before 2018.28070\nTOPs\n• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • \n\nAn Operator Family that creates, composites and modifies images, and reads/writes images and movies to/from files and the network. TOPs run on the graphics card's GPU.\n\n\n\nThe width and height of an image in pixels. Most TOPs, like the Movie File In TOP can set the image resolution. See Aspect Ratio for the width/height ratio of an image, taking into account non-square pixels.\n\n\n\nThe viewer of a node can be (1) the interior of a node (the Node Viewer), (2) a floating window (RMB->View... on node), or (3) a Pane that graphically shows the results of an operator.\n\n\n\nA CHOP outputs one or more channels, where a channel is simply a sequence of numbers (Samples), representing motion, audio, etc. Channels are passed between CHOPs in TouchDesigner networks. Channels can be Exported to Parameters.\n\n\n\nAn Operator Family which operate on Channels (a sequence of numbers (Samples)) which are used for animation, audio, mathematics, simulation, logic, UI construction, and data streamed from/to devices and protocols.\n\n\n\n\n\n\n\n\nRetrieved from \"https://docs.derivative.ca/index.php?title=Displace_TOP&oldid=27027\"\n\t\tCategory: TOPs",
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      "description": "The Displace  will cause one image to be warped by another image. A pixel of the output image at (Uo,Vo) gets its RGBA value from a different pixel (Ui, Vi) of the Source Image by using the second input image (the Displace Image). \t\t\nFor each pixel in the output image, three factors affect which pixel to fetch from the source:\t\t\t\n\nThe horizontal and vertical source channels of the Displace Image (Red and Blue by default).\nthe Uo and Vo coordinate of the output pixel.\nA constant Ua and Va anchor point (Offset).Displace Image - In using the Displace Image, for each pixel in the output, it gets the corresponding pixel from the input, and uses the red channel and blue channel as its U and V displacement. If the red and blue are .5, .5, then Uo = Ui and Vo = Vi. That is, there is no warp if the Displace Image is a 50% grey. Also the warp is reduced to 0 if the Displace Weight is 0. Where red < .5 in the Displace Image, it fetches a pixel from the left of Uo in the Source Image. If blue < .5, it fetches a pixel from below Vo in the Source Image. Thus the pixel is retrieved from Ui, Vi at Uo*Scale*(red-.5), Vo*Scale*(.5-blue) of the Source Image.\t\t\t\nUo and Vo offset - By default, the warping of each output pixel is relative to its Uo, Vo. But when the UV Weight parameter is 0, the displacement is relative to the center pixel of the Source Image.\t\t\t\nUa and Va anchor (offset) point - This zooms into a pixel of the input if you bring the two other weights down to 0.\t\t\t\nFor the Displace Image, you can change which of its RGBA channels cause the warp. \t\t\t\nYou can choose if there is wraparound in the image warping. If the computed Uo and Vo is less than 0 or greater than 1, it can wraparound, clamp or mirror.\t\t\t\nThe Displace Image can be any photograph followed by a Slope , which will give luminance gradients in red and blue, with the neutral value at .5, exactly the form required by the Displace .\t\t\t\nOne way to experiment is to make a Displace Image from Ramp TOPs. Alternately use a Constant  set to .5, .5, .5, 1, then subtract a photo using a Subtract , and add another photo image using an Add . Before subtracting and adding the images, you can lower their effect using Level TOPs and adjusting Brightness.\t\t\t\nSee also: Remap TOP, Lookup TOP\ndisplaceTOP_Class\n\nContents\n \n \n \n \n \n \n \n\n\n\n\n\n  horzsource -  - Instead of using the Red channel to displace horizontally, you can choose a different channel.\n\n red - green - blue - alpha - none -\n\t\t\n  vertsource -  - Instead of using the Blue channel to displace vertically, you can choose a different channel.\n\n red - green - blue - alpha - none -\n\t\t\n  midpoint -  - This value is the color values that will result in no displacement. Values below this will cause the displacement to come from the left/bottom of the pixel, while values above this will cause the displacement to come from the right/top of the pixel.\n\nmidpoint1 -midpoint2 -\n\t\t\n  displaceweight -  - This scales the offset caused by the Displace Image. It will cause the pixels fetched to be closer/farther along the sample vector created by the Horizontal and Vertical Source.\n\ndisplaceweight1 -displaceweight2 -\n\t\t\n  uvweight - This reduces the influence of the pixel's position when brought toward 0. At its default of 1, it doesn't zoom into the Displace Image. When 0, it anchors the displacements relative to one pixel in the Source Image defined by the Offset and Offset Weight parameters.\n\n\n\t\t\n  offset -  - The Offset is first multiplied by the Offset Weight. Then it will be added to the coordinates caluclated after looking up into the displacement map. These final coordinates is what will be used to sample from the source image.\n\noffsetx -offsety -\n\t\t\n  offsetweight - Scales the Offset parameter values. When this is 0 the Offset parameter will have no effect.\n\n\n\t\t\n  extend -  - This parameter determines what happens at the edges of the tiles.\n\n hold - The pixel values at the edges of the tile continue to extend past that edge. zero - The image does not extend past the edges of the tile. repeat - The image is repeated at the edges of the tile. mirror - The image is mirrored at the edges of the tile.\n\n\n\n  outputresolution -  - quickly change the resolution of the 's data.\n\n useinput - Uses the input's resolution. eighth - Multiply the input's resolution by that amount. quarter - Multiply the input's resolution by that amount. half - Multiply the input's resolution by that amount. 2x - Multiply the input's resolution by that amount. 4x - Multiply the input's resolution by that amount. 8x - Multiply the input's resolution by that amount. fit - Fits the width and height to the resolution given below, while maintaining the aspect ratio. limit - The width and height are limited to the resolution given below. If one of the dimensions exceeds the given resolution, the width and height will be reduced to fit inside the given limits while maintaining the aspect ratio. custom - Enables the  parameter below, giving direct control over width and height.\n\n  resolution -  - Enabled only when the  parameter is set to Custom . Some Generators like Constant and Ramp do not use inputs and only use this field to determine their size. The drop down menu on the right provides some commonly used resolutions.\n\n resolutionw - resolutionh -\n\n  resmenu - A drop-down menu with some commonly used resolutions.\n\n\n\n  resmult - Uses the Global  Multiplier found in Edit>Preferences>TOPs. This multiplies all the TOPs resolutions by the set amount. This is handy when working on computers with different hardware specifications. If a project is designed on a desktop workstation with lots of graphics memory, a user on a laptop with only 64MB VRAM can set the Global  Multiplier to a value of half or quarter so it runs at an acceptable speed. By checking this checkbox on, this  is affected by the global multiplier.\n\n\n\n  outputaspect -  - Sets the image aspect ratio allowing any textures to be viewed in any size. Watch for unexpected results when compositing TOPs with different aspect ratios. (You can define images with non-square pixels using xres, yres, aspectx, aspecty where xres/yres != aspectx/aspecty.)\n\n useinput - Uses the input's aspect ratio. resolution - Uses the aspect of the image's defined resolution (ie 512x256 would be 2:1), whereby each pixel is square. custom - Lets you explicitly define a custom aspect ratio in the Aspect parameter below.\n\n  aspect -  - Use when Output Aspect parameter is set to Custom Aspect.\n\n aspect1 - aspect2 -\n\n  armenu - A drop-down menu with some commonly used aspect ratios.\n\n\n\n  inputfiltertype -  - This controls pixel filtering on the input image of the .\n\n nearest - Uses nearest pixel or accurate image representation. Images will look jaggy when viewing at any zoom level other than Native . linear - Uses linear filtering between pixels. This is how you get  images in viewers to look good at various zoom levels, especially useful when using any Fill Viewer setting other than Native . mipmap - Uses  mipmap filtering when scaling images. This can be used to reduce artifacts and sparkling in moving/scaling images that have lots of detail.\n\n  fillmode -  - Determine how the  image is displayed in the viewer.\nNOTE:To get an understanding of how TOPs work with images, you will want to set this to Native  as you lay down TOPs when starting out. This will let you see what is actually happening without any automatic viewer resizing.\n\n\n useinput - Uses the same Fill Viewer settings as it's input. fill - Stretches the image to fit the edges of the viewer. width - Stretches image to fit viewer horizontally. height - Stretches image to fit viewer vertically. best - Stretches or squashes image so no part of image is cropped. outside - Stretches or squashes image so image fills viewer while constraining it's proportions. This often leads to part of image getting cropped by viewer. nativeres - Displays the native resolution of the image in the viewer.\n\n  filtertype -  - This controls pixel filtering in the viewers.\n\n nearest - Uses nearest pixel or accurate image representation. Images will look jaggy when viewing at any zoom level other than Native . linear - Uses linear filtering between pixels. Use this to get  images in viewers to look good at various zoom levels, especially useful when using any Fill Viewer setting other than Native . mipmap - Uses  mipmap filtering when scaling images. This can be used to reduce artifacts and sparkling in moving/scaling images that have lots of detail.\n\n  npasses - Duplicates the operation of the  the specified number of times. Making this larger than 1 is essentially the same as taking the output from each pass, and passing it into the first input of the node and repeating the process. Other inputs and parameters remain the same for each pass.\n\n\n\n  chanmask - Allows you to choose which channels (R, G, B, or A) the  will operate on. All channels are selected by default.\n\n\n\n  format -  - Format used to store data for each channel in the image (ie. R, G, B, and A). Refer to Pixel Formats for more information.\n\n useinput - Uses the input's pixel format. rgba8fixed - Uses 8-bit integer values for each channel. srgba8fixed - Uses 8-bit integer values for each channel and stores color in sRGB colorspace. rgba16float - Uses 16-bits per color channel, 64-bits per pixel. rgba32float - Uses 32-bits per color channel, 128-bits per pixels. rgb10a2fixed - Uses 10-bits per color channel and 2-bits for alpha, 32-bits total per pixel. rgba16fixed - Uses 16-bits per color channel, 64-bits total per pixel. rgba11float - A RGB floating point format that has 11 bits for the Red and Green channels, and 10-bits for the Blue , 32-bits total per pixel (therefore the same memory usage as 8-bit RGBA). The Alpha channel in this format will always be 1. Values can go above one, but can't be negative. ie. the range is [0, infinite). rgb16float - rgb32float - mono8fixed - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 8-bits per pixel. mono16fixed - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 16-bits per pixel. mono16float - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 16-bits per pixel. mono32float - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 32-bits per pixel. rg8fixed - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 8-bits per channel, 16-bits total per pixel. rg16fixed - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 16-bits per channel, 32-bits total per pixel. rg16float - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 16-bits per channel, 32-bits total per pixel. rg32float - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 32-bits per channel, 64-bits total per pixel. a8fixed - An Alpha only format that has 8-bits per channel, 8-bits per pixel. a16fixed - An Alpha only format that has 16-bits per channel, 16-bits per pixel. a16float - An Alpha only format that has 16-bits per channel, 16-bits per pixel. a32float - An Alpha only format that has 32-bits per channel, 32-bits per pixel. monoalpha8fixed - A 2 channel format, one value for RGB and one value for Alpha. 8-bits per channel, 16-bits per pixel. monoalpha16fixed - A 2 channel format, one value for RGB and one value for Alpha. 16-bits per channel, 32-bits per pixel. monoalpha16float - A 2 channel format, one value for RGB and one value for Alpha. 16-bits per channel, 32-bits per pixel. monoalpha32float - A 2 channel format, one value for RGB and one value for Alpha. 32-bits per channel, 64-bits per pixel.\n\n\n\n -\n -\n\nExtra Information for the Displace  can be accessed via an Info CHOP.\n\n\n\n - Horizontal resolution of the  in pixels. - Vertical resolution of the  in pixels. - Horizontal aspect of the . - Vertical aspect of the . - Depth of 2D or 3D array if this  contains a 2D or 3D texture array. - Total amount of texture memory used by this .\n - Number of times the operator has cooked since the process started. - Duration of the last cook in milliseconds. - Frame number when this operator was last cooked relative to the component timeline. - Frame number when this operator was last cooked relative to the absolute time. - Time in milliseconds at which the operator started cooking in the frame it was cooked. - Time in milliseconds at which the operator finished cooking in the frame it was cooked. - 1 if operator was cooked this frame. - Number of warnings in this operator if any. - Number of errors in this operator if any.\nTouchDesigner Build: Latest\\n2022.241402021.100002018.28070before 2018.28070\nTOPs\n• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • \n\nAn Operator Family that creates, composites and modifies images, and reads/writes images and movies to/from files and the network. TOPs run on the graphics card's GPU.\n\n\n\nThe width and height of an image in pixels. Most TOPs, like the Movie File In TOP can set the image resolution. See Aspect Ratio for the width/height ratio of an image, taking into account non-square pixels.\n\n\n\nThe viewer of a node can be (1) the interior of a node (the Node Viewer), (2) a floating window (RMB->View... on node), or (3) a Pane that graphically shows the results of an operator.\n\n\n\nA CHOP outputs one or more channels, where a channel is simply a sequence of numbers (Samples), representing motion, audio, etc. Channels are passed between CHOPs in TouchDesigner networks. Channels can be Exported to Parameters.\n\n\n\nAn Operator Family which operate on Channels (a sequence of numbers (Samples)) which are used for animation, audio, mathematics, simulation, logic, UI construction, and data streamed from/to devices and protocols.\n\n\n\n\n\n\n\n\nRetrieved from \"https://docs.derivative.ca/index.php?title=Displace_TOP&oldid=27027\"",
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      "arraySize": 1,
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      "description": "midpoint -  - This value is the color values that will result in no displacement. Values below this will cause the displacement to come from the left/bottom of the pixel, while values above this will cause the displacement to come from the right/top of the pixel.\n\nmidpoint1 -midpoint2 -",
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      "isReadOnly": false,
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      "id": null,
      "name": "Displace Weight",
      "label": "Displace Weight",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
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      "defaultValue": null,
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      "description": "displaceweight -  - This scales the offset caused by the Displace Image. It will cause the pixels fetched to be closer/farther along the sample vector created by the Horizontal and Vertical Source.\n\ndisplaceweight1 -displaceweight2 -",
      "tooltip": "",
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      "isReadOnly": false,
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      "isHidden": false,
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      "id": null,
      "name": "UV Weight",
      "label": "UV Weight",
      "group": "General",
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      "defaultValue": null,
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      "description": "uvweight - This reduces the influence of the pixel's position when brought toward 0. At its default of 1, it doesn't zoom into the Displace Image. When 0, it anchors the displacements relative to one pixel in the Source Image defined by the Offset and Offset Weight parameters.",
      "tooltip": "",
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      "id": null,
      "name": "Offset",
      "label": "Offset",
      "group": "General",
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      "type": "float",
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      "defaultValue": null,
      "minValue": null,
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      "description": "offset -  - The Offset is first multiplied by the Offset Weight. Then it will be added to the coordinates caluclated after looking up into the displacement map. These final coordinates is what will be used to sample from the source image.\n\noffsetx -offsety -",
      "tooltip": "",
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      "isReadOnly": false,
      "isAdvanced": false,
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      "name": "Offset Weight",
      "label": "Offset Weight",
      "group": "General",
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      "dataType": "number",
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      "defaultValue": null,
      "minValue": null,
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      "description": "offsetweight - Scales the Offset parameter values. When this is 0 the Offset parameter will have no effect.",
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      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
      "isAnimatable": true,
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      "id": null,
      "name": "Extend",
      "label": "Extend",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
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      "isArray": false,
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      "description": "extend -  - This parameter determines what happens at the edges of the tiles.\n\n hold - The pixel values at the edges of the tile continue to extend past that edge. zero - The image does not extend past the edges of the tile. repeat - The image is repeated at the edges of the tile. mirror - The image is mirrored at the edges of the tile.",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
      "isAnimatable": true,
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      "isVisible": true,
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      "id": null,
      "name": "Hold",
      "label": "Hold",
      "group": "General",
      "page": "",
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      "description": "hold - The pixel values at the edges of the tile continue to extend past that edge. zero - The image does not extend past the edges of the tile. repeat - The image is repeated at the edges of the tile. mirror - The image is mirrored at the edges of the tile.",
      "tooltip": "",
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      "isReadOnly": false,
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      "id": null,
      "name": "Output Resolution",
      "label": "Output Resolution",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
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      "description": "outputresolution -  - quickly change the resolution of the 's data.\n\n useinput - Uses the input's resolution. eighth - Multiply the input's resolution by that amount. quarter - Multiply the input's resolution by that amount. half - Multiply the input's resolution by that amount. 2x - Multiply the input's resolution by that amount. 4x - Multiply the input's resolution by that amount. 8x - Multiply the input's resolution by that amount. fit - Fits the width and height to the resolution given below, while maintaining the aspect ratio. limit - The width and height are limited to the resolution given below. If one of the dimensions exceeds the given resolution, the width and height will be reduced to fit inside the given limits while maintaining the aspect ratio. custom - Enables the  parameter below, giving direct control over width and height.",
      "tooltip": "",
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      "isReadOnly": false,
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      "name": "Use Input",
      "label": "Use Input",
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      "description": "useinput - Uses the input's resolution. eighth - Multiply the input's resolution by that amount. quarter - Multiply the input's resolution by that amount. half - Multiply the input's resolution by that amount. 2x - Multiply the input's resolution by that amount. 4x - Multiply the input's resolution by that amount. 8x - Multiply the input's resolution by that amount. fit - Fits the width and height to the resolution given below, while maintaining the aspect ratio. limit - The width and height are limited to the resolution given below. If one of the dimensions exceeds the given resolution, the width and height will be reduced to fit inside the given limits while maintaining the aspect ratio. custom - Enables the  parameter below, giving direct control over width and height.",
      "tooltip": "",
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      "isReadOnly": false,
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      "id": null,
      "name": "Resolution",
      "label": "Resolution",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
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      "defaultValue": null,
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      "description": "resolution -  - Enabled only when the  parameter is set to Custom . Some Generators like Constant and Ramp do not use inputs and only use this field to determine their size. The drop down menu on the right provides some commonly used resolutions.\n\n resolutionw - resolutionh -",
      "tooltip": "",
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      "id": null,
      "name": "W",
      "label": "W",
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      "description": "resolutionw - resolutionh -",
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    {
      "id": null,
      "name": "Resolution Menu",
      "label": "Resolution Menu",
      "group": "General",
      "page": "",
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      "dataType": "number",
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      "defaultValue": null,
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      "description": "resmenu - A drop-down menu with some commonly used resolutions.",
      "tooltip": "",
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      "isReadOnly": false,
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      "isHidden": false,
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      "id": null,
      "name": "Use Global Res Multiplier",
      "label": "Use Global Res Multiplier",
      "group": "General",
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      "dataType": "number",
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      "description": "resmult - Uses the Global  Multiplier found in Edit>Preferences>TOPs. This multiplies all the TOPs resolutions by the set amount. This is handy when working on computers with different hardware specifications. If a project is designed on a desktop workstation with lots of graphics memory, a user on a laptop with only 64MB VRAM can set the Global  Multiplier to a value of half or quarter so it runs at an acceptable speed. By checking this checkbox on, this  is affected by the global multiplier.",
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      "id": null,
      "name": "Output Aspect",
      "label": "Output Aspect",
      "group": "General",
      "page": "",
      "type": "float",
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      "defaultValue": null,
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      "description": "outputaspect -  - Sets the image aspect ratio allowing any textures to be viewed in any size. Watch for unexpected results when compositing TOPs with different aspect ratios. (You can define images with non-square pixels using xres, yres, aspectx, aspecty where xres/yres != aspectx/aspecty.)\n\n useinput - Uses the input's aspect ratio. resolution - Uses the aspect of the image's defined resolution (ie 512x256 would be 2:1), whereby each pixel is square. custom - Lets you explicitly define a custom aspect ratio in the Aspect parameter below.",
      "tooltip": "",
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      "description": "useinput - Uses the input's aspect ratio. resolution - Uses the aspect of the image's defined resolution (ie 512x256 would be 2:1), whereby each pixel is square. custom - Lets you explicitly define a custom aspect ratio in the Aspect parameter below.",
      "tooltip": "",
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      "name": "Aspect",
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      "description": "aspect -  - Use when Output Aspect parameter is set to Custom Aspect.\n\n aspect1 - aspect2 -",
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      "id": null,
      "name": "Aspect1",
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      "description": "aspect1 - aspect2 -",
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      "id": null,
      "name": "Aspect Menu",
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      "description": "armenu - A drop-down menu with some commonly used aspect ratios.",
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      "name": "Input Smoothness",
      "label": "Input Smoothness",
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      "description": "inputfiltertype -  - This controls pixel filtering on the input image of the .\n\n nearest - Uses nearest pixel or accurate image representation. Images will look jaggy when viewing at any zoom level other than Native . linear - Uses linear filtering between pixels. This is how you get  images in viewers to look good at various zoom levels, especially useful when using any Fill Viewer setting other than Native . mipmap - Uses  mipmap filtering when scaling images. This can be used to reduce artifacts and sparkling in moving/scaling images that have lots of detail.",
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      "name": "Nearest Pixel",
      "label": "Nearest Pixel",
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      "description": "nearest - Uses nearest pixel or accurate image representation. Images will look jaggy when viewing at any zoom level other than Native . linear - Uses linear filtering between pixels. This is how you get  images in viewers to look good at various zoom levels, especially useful when using any Fill Viewer setting other than Native . mipmap - Uses  mipmap filtering when scaling images. This can be used to reduce artifacts and sparkling in moving/scaling images that have lots of detail.",
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      "name": "Fill Viewer",
      "label": "Fill Viewer",
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      "description": "fillmode -  - Determine how the  image is displayed in the viewer.\nNOTE:To get an understanding of how TOPs work with images, you will want to set this to Native  as you lay down TOPs when starting out. This will let you see what is actually happening without any automatic viewer resizing.\n\n\n useinput - Uses the same Fill Viewer settings as it's input. fill - Stretches the image to fit the edges of the viewer. width - Stretches image to fit viewer horizontally. height - Stretches image to fit viewer vertically. best - Stretches or squashes image so no part of image is cropped. outside - Stretches or squashes image so image fills viewer while constraining it's proportions. This often leads to part of image getting cropped by viewer. nativeres - Displays the native resolution of the image in the viewer.",
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      "isReadOnly": false,
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      "label": "Use Input",
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      "description": "useinput - Uses the same Fill Viewer settings as it's input. fill - Stretches the image to fit the edges of the viewer. width - Stretches image to fit viewer horizontally. height - Stretches image to fit viewer vertically. best - Stretches or squashes image so no part of image is cropped. outside - Stretches or squashes image so image fills viewer while constraining it's proportions. This often leads to part of image getting cropped by viewer. nativeres - Displays the native resolution of the image in the viewer.",
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      "name": "Viewer Smoothness",
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      "description": "nearest - Uses nearest pixel or accurate image representation. Images will look jaggy when viewing at any zoom level other than Native . linear - Uses linear filtering between pixels. Use this to get  images in viewers to look good at various zoom levels, especially useful when using any Fill Viewer setting other than Native . mipmap - Uses  mipmap filtering when scaling images. This can be used to reduce artifacts and sparkling in moving/scaling images that have lots of detail.",
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      "name": "Passes",
      "label": "Passes",
      "group": "General",
      "page": "",
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      "description": "npasses - Duplicates the operation of the  the specified number of times. Making this larger than 1 is essentially the same as taking the output from each pass, and passing it into the first input of the node and repeating the process. Other inputs and parameters remain the same for each pass.",
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      "name": "Channel Mask",
      "label": "Channel Mask",
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      "page": "",
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      "description": "chanmask - Allows you to choose which channels (R, G, B, or A) the  will operate on. All channels are selected by default.",
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      "label": "Pixel Format",
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      "description": "format -  - Format used to store data for each channel in the image (ie. R, G, B, and A). Refer to Pixel Formats for more information.\n\n useinput - Uses the input's pixel format. rgba8fixed - Uses 8-bit integer values for each channel. srgba8fixed - Uses 8-bit integer values for each channel and stores color in sRGB colorspace. rgba16float - Uses 16-bits per color channel, 64-bits per pixel. rgba32float - Uses 32-bits per color channel, 128-bits per pixels. rgb10a2fixed - Uses 10-bits per color channel and 2-bits for alpha, 32-bits total per pixel. rgba16fixed - Uses 16-bits per color channel, 64-bits total per pixel. rgba11float - A RGB floating point format that has 11 bits for the Red and Green channels, and 10-bits for the Blue , 32-bits total per pixel (therefore the same memory usage as 8-bit RGBA). The Alpha channel in this format will always be 1. Values can go above one, but can't be negative. ie. the range is [0, infinite). rgb16float - rgb32float - mono8fixed - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 8-bits per pixel. mono16fixed - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 16-bits per pixel. mono16float - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 16-bits per pixel. mono32float - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 32-bits per pixel. rg8fixed - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 8-bits per channel, 16-bits total per pixel. rg16fixed - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 16-bits per channel, 32-bits total per pixel. rg16float - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 16-bits per channel, 32-bits total per pixel. rg32float - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 32-bits per channel, 64-bits total per pixel. a8fixed - An Alpha only format that has 8-bits per channel, 8-bits per pixel. a16fixed - An Alpha only format that has 16-bits per channel, 16-bits per pixel. a16float - An Alpha only format that has 16-bits per channel, 16-bits per pixel. a32float - An Alpha only format that has 32-bits per channel, 32-bits per pixel. monoalpha8fixed - A 2 channel format, one value for RGB and one value for Alpha. 8-bits per channel, 16-bits per pixel. monoalpha16fixed - A 2 channel format, one value for RGB and one value for Alpha. 16-bits per channel, 32-bits per pixel. monoalpha16float - A 2 channel format, one value for RGB and one value for Alpha. 16-bits per channel, 32-bits per pixel. monoalpha32float - A 2 channel format, one value for RGB and one value for Alpha. 32-bits per channel, 64-bits per pixel.",
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