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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": "geo_text_comp",
"name": "Geo Text COMP",
"displayName": "Geo Text COMP",
"category": "COMP",
"subcategory": "Components",
"version": "",
"lastUpdated": "2025-08-07T07:50:01.459Z",
"sourceFile": "C:\\Program Files\\Derivative\\TouchDesigner\\Samples\\Learn\\OfflineHelp\\https.docs.derivative.ca\\Geo_Text_COMP.htm",
"url": "",
"description": "The Geo Text COMP renders text in 3D. It does not read or generate a SOP as it does direct rendering using the Slug Library and can be lit and textured with any MAT material.",
"summary": "The Geo Text COMP renders text in 3D. It does not read or generate a SOP as it does direct rendering using the Slug Library and can be lit and textured with any MAT material.",
"details": "",
"usage": "",
"tips": [],
"warnings": [],
"parameters": [
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"id": null,
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"group": "General",
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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 Geo Text renders text in 3D. It does not read or generate a as it does direct rendering using the Slug Library and can be lit and textured with any MAT material.\nYou can set fonts, colors, sizes, bold, italic, tracking, multi-lines like you can with the Text COMP. But because the Geo Text doesn't have a boundary, width or height like the Text , we substitute it with a layout box and the Box parameters. The layout box has a width and height, and by default the bottom left of the layout box is placed at 0,0,0 in 3D space of the Geo Text (\"object space\"). The Box Anchor U and V let you put the center of the layout box at 0,0,0 by setting the anchors to .5, 5.\nThe layout box's size although you can't see it by default, is the Box Size parameter. With that you can right-justify or top-justify text in the layout box, and clip to the layout box. Yu can also pad space aroud each side of the layout box.\nSee also the 2D equivalent Text COMP. See Text Formatting Codes for ways to override settings per-character.\nRender multiple strings transformed separately: The Specification and Specification allow for individual strings to be each positioned and styled independently in 3D. \nEvery row of the Spec represents a \"block\" or \"text block\". Every Spec contains a column named text which is the string that overrides the Text parameter.\nMost columns override a Geo Text parameter, such as text, tx and fontsize. Some column names noted below have no corresponding parameter.\nThe Spec can also specify values per block. When including a Spec the number of Spec samples needs to be the same number of rows as the Spec following the first column header. \nParameters that can be overrided include fontsize, fontcolor, tracking etc., plus all the layout box and alignment parameters. Font/bold/italic are supported as columns as they are separate fonts. \nTransforming text blocks: The column or channel names can include tx, ty, tz and all the rotate and scale channels (which use the Transform Order parameter). \nA special column/channel called append can be used, when append is 1, to position one block of text relative to the end of the previous block. Regular transforms are inherited by each appended text block. \nLocal transforms (ltx, lrz, etc), can be used to apply additional transforms to a block that are not inherited by appended blocks. If the special column/channel localxform is set to 'pre', then the local transform is applied in world space before the inherited transforms are applied.\nNote - The Geo Text uses blending/transparency to create the glyphs floating in space (Each glyph is a partially transparent rectangle), so to view properly without the enclosing polygons that surround them, you need to ensure they are drawn after other geometry that they are sitting in-front of. This is usually due using the Draw Priority parameter on the 'Render' parameter page and making the value more negative than the Draw Priority of other objects. All things with the highest draw priority are drawn first, then all things with the same second higher draw priority are drawn second. If the priority is the same between two objects, then the order they are drawn is arbitrary and will possibly change. Note: Text within a Spec should be setup so things in the back are earlier in the table than things in the front. It will draw row-by-row from the Spec .\nSee OP for further transform options - relative and append.\nThe Geo Text is similar to the Text COMP which is a 2D Panel.\ngeotextCOMP_Class\n\nContents\n \n \n \n \n \n \n \n \n\n \n \n \n \n\n\n\n\n mode - - Controls where text is generated from. Either from the 'Text' parameter, or a table provided via the 'Specification ' parameter.\n\n text - The text will be generated using the contents of the 'Text' parameter. specdat - The text will be generated using rows and channels from the 'Specification ' or 'Specification ' parameters.\n\n text - When in 'Text' mode, this specifies the text that will be rendered.\n\n\n\n specdat - In this mode, the Text parameter is ignored and data is taken from a table given in the Specification parameter. Each row of the is a separate line of text, which can have different transforms, alignment, color, word wrap settings applied to them. The column headers should match the parameter name which the column is overriding. If a column entry for a particular row is left empty, then the value of the parameter is used instead. This allows a default value to be used for all rows, but allowing select rows to have different settings as needed. Transforms are not overridden, any transform that is given is applied as a pre-transform before the other transforms given by the parameters. Valid columns are currently: text, tx, ty, tz, rx, ry, rz, sx, sy, sz, px, py, pz, ltx, lty, ltz, lrx, lry, lrz, lsx, lsy, lsz, lpx, lpy, lpz, fontcolorr, fontcolorg, fontcolorb, fontalpha, allignx, aligny, alignymode, fontsize, tracking, skew, horzstretch, linespacing, wordwrap, layoutsizew, layoutsizeh, layoutanchoru, layoutanchorv, textpaddingl, textpaddingr, textpaddingb, textpaddingt, render, append, localxform.\n\n\n\n specchop - Allows use of data to set parameters of text blocks defined in the Specification . Each sample of the corresponds to the data rows in the Specification . Only numerical data such as tx, ty, rz, fontcolorr, etc can be provided by the .\n\n\n\n formatcodes - Enables the use of formatting codes in the text. For example, the code {#color(255, 0, 0);} will turn all text afterwards on that line red. See Text Formatting Codes for all available codes.\n\n\n\n smartpunct - Enables the use of smart punctuation. For example, pairs of quotes will be replaced with appropriate angled quotes, 3 periods will be replaced with an ellipses character and two hypens will become an em-dash.\n\n\n\n wordwrap - Wrap lines of text if they go beyond the width of the layout box.\n\n\n\n\n\n font - - Select the font to be used from the dropdown menu. Available fonts are those that have been registered with the operating system. There may be a delay when selecting fonts that have not been used before as the system creates the necessary intermediate files required for rendering.\n\n Arial - Adobe Devanagari - Arial Black - BIZ UDGothic - BIZ UDMincho Medium - BIZ UDPGothic - BIZ UDPMincho Medium - Bahnschrift - Bahnschrift Condensed - Bahnschrift Light - Bahnschrift Light Condensed - Bahnschrift Light SemiCondensed - Bahnschrift SemiBold - Bahnschrift SemiBold Condensed - Bahnschrift SemiBold SemiCondensed - Bahnschrift SemiCondensed - Bahnschrift SemiLight - Bahnschrift SemiLight Condensed - Bahnschrift SemiLight SemiCondensed - Book Antiqua - Bookshelf Symbol 7 - Calibri - Calibri Light - Cambria - Cambria Math - Candara - Candara Light - Century - Century Gothic - Comic Sans MS - Consolas - Constantia - Corbel - Corbel Light - Courier New - Ebrima - Franklin Gothic Medium - Gabriola - Gadugi - Georgia - Graphium - HoloLens MDL2 Assets - Impact - Ink Free - Javanese Text - Leelawadee UI - Leelawadee UI Semilight - Lucida Console - Lucida Sans - MS Gothic - MS Mincho - MS Outlook - MS PGothic - MS PMincho - MS Sans Serif - MS Specialty - MS UI Gothic - MT Extra - MV Boli - Malgun Gothic - Malgun Gothic Semilight - Marlett - Design Icons - Design Icons Desktop - Meiryo - Meiryo UI - Microsoft Himalaya - Microsoft JhengHei - Microsoft JhengHei Light - Microsoft JhengHei UI - Microsoft JhengHei UI Light - Microsoft New Tai Lue - Microsoft PhagsPa - Microsoft Sans Serif - Microsoft Tai Le - Microsoft YaHei - Microsoft YaHei Light - Microsoft YaHei UI - Microsoft YaHei UI Light - Microsoft Yi Baiti - MingLiU-ExtB - MingLiU_HKSCS-ExtB - Mongolian Baiti - Myanmar Text - NSimSun - Nirmala UI - Nirmala UI Semilight - Noto Sans CJK JP - Open Sans - Open Sans Light - Open Sans SemiBold - PMingLiU-ExtB - PT Mono - Palatino Linotype - Roboto - Roboto Black - Roboto Condensed - Roboto Medium - Segoe MDL2 Assets - Segoe Print - Segoe - Segoe UI - Segoe UI Black - Segoe UI Emoji - Segoe UI Historic - Segoe UI Light - Segoe UI Semibold - Segoe UI Semilight - Segoe UI Symbol - SimSun - SimSun-ExtB - Sitka Banner - Sitka Display - Sitka Heading - Sitka Small - Sitka Subheading - Sitka Text - Sylfaen - Symbol - TSTAR TW PRO - Tahoma - Times New Roman - Trebuchet MS - UD Digi Kyokasho N-B - UD Digi Kyokasho N-R - UD Digi Kyokasho NK-B - UD Digi Kyokasho NK-R - UD Digi Kyokasho NP-B - UD Digi Kyokasho NP-R - Verdana - Webdings - Wingdings - Wingdings 2 - Wingdings 3 - Yu Gothic - Yu Gothic Light - Yu Gothic Medium - Yu Gothic UI - Yu Gothic UI Light - Yu Gothic UI Semibold - Yu Gothic UI Semilight - Yu Mincho - Yu Mincho Demibold - Yu Mincho Light -\n\n fontfile - Specify a font file to be used for rendering the text. This option can be used for fonts that are not registered with the operating system and do not appear in the drop down menu.\n\n\n\n bold - Display the text in bold.\n\n\n\n italic - Display the text in italics.\n\n\n\n fontsize - The font size. This is in the same units as the geometry space. So it's arbitrary based on the size of your scene.\n\n\n\n tracking - Sets the horizontal spacing between characters, where 0 is default spacing, > 0 is increased spacing and < 0 is decreased spacing.\n\n\n\n skew - Tilts the top of the characters forwards or backwards relative to the baseline.\n\n\n\n horzstretch - Horizontally stretch the characters relative to their current alignment.\n\n\n\n linespacing - Adjust spacing between lines. The value is a multiplier of the default spacing defined by the font.\n\n\n\n fontcolor - - The color for the font.\n\n fontcolorr - fontcolorg - fontcolorb - fontcolorg - fontcolorb -\n\n fontalpha - The alpha value for the font.\n\n\n\n layoutanchoru - Along with the Box Anchor V, this allows shifting the layout box from it's current position left/down. It also controls how rotations will pivot around the layout box, so a 0.5, 0.5 anchor will cause rotations to move about the center of the layout box.\n\n\n\n layoutanchorv - The V component of the Box Anchor pair.\n\n\n\n layoutsize - - Text is aligned and word-wrapped within a virtual layout box. This box is what is transformed by the various transform parameters, and then the text is aligned and laid out within that. The width and height units are the same units as the font size.\n\n layoutsizew - layoutsizeh -\n\n cliptolayoutbox - \n\n\n\n textpadding - - \n\n textpaddingl - textpaddingr - textpaddingb - textpaddingt -\n\n alignx - - Controls the horizontal alignment of the text.\n\n left - center - right -\n\n aligny - - Controls the vertical alignment of the text.\n\n top - center - bottom -\n\n alignymode - - Controls how the alignment is calculated for vertical alignment.\n\n metrics - Uses the font defined layout information, ascender size, descender size etc. to layout the box. This provides consistent alignment regardless of the text contents. bbox - The alignment will be based on the bounding box of the current text string. This can cause the string to move up/down as the text changes. Useful to perfectly align static text that would otherwise be offset due to the character size and standard layout not resulting in the text being perfectly centered.\n\n textpadding - - Extra padding to add to the sides of the layout box, pushing the text inwards for alignment.\n\n textpaddingl - Padding on the left. textpaddingr - Padding on the right. textpaddingb - Padding on the bottom. textpaddingt - Padding on the top.\n\n\n\nThe Xform parameter page controls the object component's transform in world space.\n\n xord - - This allows you to specify the order in which the changes to your will take place. Changing the Transform Order will change where things go much the same way as going a block and turning east gets you to a different place than turning east and then going a block. In matrix math terms, if we use the 'multiply vector on the right' (column vector) convention, a transform order of Scale, Rotate, Translate would be written as T * R * S * Position.\n\n srt - str - rst - rts - tsr - trs -\n\n rord - - This allows you to set the transform order for the 's rotations. As with transform order (above), changing the order in which the 's rotations take place will alter the 's final position.\tA Rotation order of Rx Ry Rz would create the final rotation matrix as follows R = Rz * Ry * Rx\n\n xyz - R = Rz * Ry * Rx xzy - R = Ry * Rz * Rx yxz - R = Rz * Rx * Ry yzx - R = Rx * Rz * Ry zxy - R = Ry * Rx * Rz zyx - R = Rx * Ry * Rz\n\n t - - This allows you to specify the amount of movement along any of the three axes; the amount, in degrees, of rotation around any of the three axes; and a non-uniform scaling along the three axes. As an alternative to entering the values directly into these fields, you can modify the values by manipulating the in the Viewport with the Select & Transform state.\n\n tx - ty - tz -\n\n r - - Theis specifies the amount of movement along any of the three axes; the amount, in degrees, of rotation around any of the three axes; and a non-uniform scaling along the three axes. As an alternative to entering the values directly into these fields, you can modify the values by manipulating the in the Viewport with the Select & Transform state.\n\n rx - ry - rz -\n\n s - - This specifies the amount of movement along any of the three axes; the amount, in degrees, of rotation around any of the three axes; and a non-uniform scaling along the three axes. As an alternative to entering the values directly into these fields, you can modify the values by manipulating the in the Viewport with the Select & Transform state.\n\n sx - sy - sz -\n\n p - - The Pivot point edit fields allow you to define the point about which a scales and rotates. Altering the pivot point of a produces different results depending on the transformation performed on the .\t\nFor example, during a scaling operation, if the pivot point of an is located at -1, -1, 0 and you wanted to scale the by 0.5 (reduce its size by 50%), the would scale toward the pivot point and appear to slide down and to the left.\t\t\t\n\t\t\t\nIn the example above, rotations performed on an with different pivot points produce very different results.\n\n\n px - py - pz -\n\n scale - This field allows you to change the size of an uniformly along the three axes.\t\n Scaling a camera's channels is not generally recommended. However, should you decide to do so, the rendered output will match the Viewport as closely as possible when scales are involved.\n\n\n\n parentxformsrc - - Select what position is used as the transform source for this obejct. Can be one of \"Parent ()\", \"Specify Parent \", or \"World Origin\".\n\n hierarchy - specify - worldorigin -\n\n parentobject - Allows the location of the object to be constrained to any other object whose path is specified in this parameter.\n\n\n\n lookat - Allows you to orient this by naming another 3D you would like it to , or point to. Once you have designated this to look at, it will continue to face that , even if you move it. This is useful if, for instance, you want a camera to follow another 's movements. The parameter points the in question at the other 's origin.\t\n To designate a center of interest for the camera that doesn't appear in your scene, create a Null and disable its display flag. Then Parent the Camera to the newly created Null , and tell the camera to look at this using the parameter. You can direct the attention of the camera by moving the Null with the Select state. If you want to see both the camera and the Null , enable the Null 's display flag, and use the Select state in an additional Viewport by clicking one of the icons in the top-right corner of the TouchDesigner window.\n\n\n\n forwarddir - - Sets which axis and direction is considered the forward direction.\n\n posx - negx - posy - negy - posz - negz -\n\n lookup - - When specifying a , it is possible to specify an up vector for the lookat. Without using an up vector, it is possible to get poor animation when the lookat , for example, passes through the Y axis of the target .\t\n - Use this option if the look at does not pass through the Y axis of the target .\n - This precisely defines the rotates on the doing the looking. The specified should not be parallel to the look at direction. See below.\n - Quaternions are a mathematical representation of a 3D rotation. This method finds the most efficient means of moving from one point to another on a sphere.\n off - on - quat - roll -\n\n pathsop - Names the that functions as the path you want this to move along. For instance, you can name a that provides a path for the camera to follow.\n\n\n\n roll - Using the angle control you can specify a 's rotation as it animates along the path.\n\n\n\n pos - This parameter lets you specify the of the along the path. The values you can enter for this parameter range from 0 to 1, where 0 equals the starting point and 1 equals the end point of the path. The value slider allows for values as high as 10 for multiple \"passes\" along the path.\n\n\n\n pathorient - If this option is selected, the will be oriented along the path. The positive Z axis of the will be pointing down the path.\n\n\n\n up - - When orienting a , the is used to determine where the positive Y axis points.\n\n upx - upy - upz -\n\n bank - The rolls the based on the curvature of the path at its current position. To turn off auto-banking, set the bank scale to 0.\n\n\n\n\n\nThe Pre-Xform parameter page applies a transform to the object component the same way connecting another Object as a parent of this node does. The transform is applied to the left of the Xform page's parameters. In terms of matrix math, if we use the 'multiply on the right' (column vector) convention, the equation would be preXForm * xform * Position.\n\n pxform - Enables the transformation on this page.\n\n\n\n pxord - - Refer to the documentation on Xform page for more information.\n\n srt - str - rst - rts - tsr - trs -\n\n prord - - Refer to the documentation on Xform page for more information.\n\n xyz - xzy - yxz - yzx - zxy - zyx -\n\n pt - - Refer to the documentation on Xform page for more information.\n\n ptx - pty - ptz -\n\n pr - - Refer to the documentation on Xform page for more information.\n\n prx - pry - prz -\n\n ps - - Refer to the documentation on Xform page for more information.\n\n psx - psy - psz -\n\n pp - - Refer to the documentation on Xform page for more information.\n\n ppx - ppy - ppz -\n\n pscale - Refer to the documentation on Xform page for more information.\n\n\n\n preset - This button will reset this page's transform so it has no translate/rotate/scale.\n\n\n\n pcommit - This button will copy the transform from this page to the main Xform page, and reset this page's transform.\n\n\n\n xformmatrixop - This parameter can be used to transform using a 4x4 matrix directly. For information on ways to specify a matrix directly, refer to the Matrix Parameters page. This transform will be applied after the regular Pre-Transform transformation. That is, it'll be applied in the oder XformMatrix * PreXForm * Position.\n\n\n\n\n\nThe parameter page provides the ability to create hardware instances of geometry. Each instance has an instance ID which can be passed into a MAT shader via a uniform value. The instance ID can be retrieved by the Render Pick CHOP. Any code in a vertex shader can customize the instance based on the instance ID. \n's attributes can be individually driven by the data from any type of . When the instance data is supplied by a , the 's RGBA channels are assigned to instance attributes, when data is supplied by a , the 's channels are assigned to instance attributes, when from a then the 's attributes are assigned to instance attributes, and when a is used then a column is assigned to the instances attributes. The mapping of operator data to instance attributes is setup on the parameters below and on the 2 and 3 parameter pages.\n\n instancing - Turns on instancing for the Geometry .\n\n\n\n instancecountmode - - Two modes to determine how many instances will be created.\n\n manual - Use the Num Instances parameter below to set the number of instances. oplength - The number of samples/ rows in the / determines the number of instances.\n\n numinstances - When using the Manual mode for Count, this parameter set the number of instances.\n\n\n\n instanceop - Specify a path to a or used to transform the instances. Number of samples/rows in this or determines the number of instances when using the Length/ Num Rows mode for Count.\n\n\n\n instancefirstrow - - What to do with the first row of a table when using rows for Count.\n\n ignored - The first row is ignored and it's values won't be used as part of an instance. Indices must be used to select the columns to use for instance attributes. names - The first row contains column names which can be used to select which columns to use from the table. values - The first row is considered to contain values for the first instance. Indices must be used to select the columns to use for instance attributes.\n\n instxord - - Controls the order the transform operations will be applied to each instance. Refer to the documentation for the Xform page for more details.\n\n srt - str - rst - rts - tsr - trs -\n\n instrord - - The rotational matrix presented when you click on this option allows you to set the transform order for the 's rotations. As with transform order (above), changing the order in which the 's rotations take place will alter the 's final position.\n\n xyz - xzy - yxz - yzx - zxy - zyx -\n\n instancetop - Select a specific operator to get data from for the Translate instance attributes below. If not specified, the the operator specified in the 'Default ' on the parameter page can be used.\n\n\n\n instanceactive - Select the data channel that will be used to control which instances are rendered. Only instances with a non-zero value in this channel will be rendered; instances with a zero active channel value will be skipped. If no data is assigned to this channel then all instances are rendered. Use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancetx - Select what data to use to translate instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancety - Select what data to use to translate instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancetz - Select what data to use to translate instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancerop - Select a specific operator to get data from for the Rotate instance attributes below. If not specified, the the operator specified in the 'Default ' on the parameter page can be used.\n\n\n\n instancerx - Select what data to use to rotate instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancery - Select what data to use to rotate instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancerz - Select what data to use to rotate instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancesop - Select a specific operator to get data from for the Scale instance attributes below. If not specified, the the operator specified in the 'Default ' on the parameter page can be used.\n\n\n\n instancesx - Select what data to use to scale instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancesy - Select what data to use to scale instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancesz - Select what data to use to scale instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancepop - Select a specific operator to get data from for the Pivot instance attributes below. If not specified, the the operator specified in the 'Default ' on the parameter page can be used.\n\n\n\n instancepx - Select what data to use for the pivot of the instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancepy - Select what data to use for the pivot of the instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancepz - Select what data to use for the pivot of the instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n\n\nWhen the instance data is supplied by a , the 's RGBA channels are assigned to instance attributes; when data is supplied by a , the 's channels are assigned to instance attributes; when from a then the 's attributes are assigned to instance attributes; and when a is used then a column is assigned to the instances attributes.\n\n instancerottoorder - - Controls where in the transform equation the Rotate To Vector operation is applied.\n\n default - The Rotate to Vector operation will be applied before all other transform operations (except the pivot offset), regardless of their order of operation. E.g T * R * S * (RotToVector) * Position , R * S * T * (RotToVector) * Position . prerot - The Rotate To Vector operation will be applied after the main rotation as part of the TRS order. I.e T * (RotToVector * R) * S * Position, (RotToVector * R) * S * T * Position. postrot - The Rotate To Vector operation will be applied before the main rotation as part of the TRS order. I.e T * (R * RotToVector) * S * Position, (R * RotToVector) * S * T * Position.\n\n instancerottoforward - - Determine which axis for the geometry original orientation is considered 'forward'. That is, it'll treat the part of the geometry that is looking down that axis as the front and rotate it so it's aligned with the rotate to vector direction.\n\n posx - negx - posy - negy - posz - negz -\n\n instancerottoop - Select a specific operator to get data from for the Rotate to Vector instance attributes below. If not specified, the the operator specified in the 'Default ' on the parameter page can be used.\n\n\n\n instancerottox - Select what data to use to rotate to vector instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancerottoy - Select what data to use to rotate to vector instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancerottoz - Select what data to use to rotate to vector instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancerotupop - Select a specific operator to get data from for the Rotate Up instance attributes below. If not specified, the the operator specified in the 'Default ' on the parameter page can be used.\n\n\n\n instancerotupx - Select what data to use to rotate up instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancerotupy - Select what data to use to rotate up instances, use the drop-down menu on the right to easily select from the available options\n\n\n\n instancerotupz - Select what data to use to rotate up instances, use the drop-down menu on the right to easily select from the available options\n\n\n\n instanceorder - - Sets how transforms are applied to the instances.\n\n instanceworld - Use the individual instance transforms first, then apply the world transform (i.e. Xform and Pre-Xform parameter pages). worldXform * instanceXForm * Position worldinstance - Use the world transform first, then apply the individual instance transforms. instanceXForm * worldXForm * Position\n\n instancetexmode - - Set how the texture coordinates are applied to the instances.\n\n replace - Replaces texture coordinates. transform - Offsets texture coordinates.\n\n instancetexcoordop - Select a specific operator to get data from for the Texture Coord instance attributes below. If not specified, the the operator specified in the 'Default ' on the parameter page can be used.\n\n\n\n instanceu - Select what data to apply to texture coordinates of the instances, use the drop-down menu on the right to easily select from the available options. This interacts with the first texture layer uv[0] attributes coming from the .\n\n\n\n instancev - Select what data to apply to texture coordinates of the instances, use the drop-down menu on the right to easily select from the available options. This interacts with the first texture layer uv[0] attributes coming from the .\n\n\n\n instancew - Select what data to apply to texture coordinates of the instances, use the drop-down menu on the right to easily select from the available options. This interacts with the first texture layer uv[0] attributes coming from the .\n\n\n\n instancecolormode - - Controls how the instance color values interact with the SOPs 'Cd' (diffuse color) attribute. If the doesn't have a 'Cd' attribute, then it will behave as if its 'Cd' is (1, 1, 1, 1).\n\n replace - multiply - add - subtract -\n\n instancecolorop - Select a specific operator to get data from for the Color instance attributes below. If not specified, the the operator specified in the 'Default ' on the parameter page can be used.\n\n\n\n instancer - Select what data to apply to the diffuse color of the instances, use the drop-down menu on the right to easily select from the available options. These parameters will be combined/replaced with the SOPs 'Cd' attribute, as chosen by the Color Mode parameter.\n\n\n\n instanceg - Select what data to apply to the diffuse color of the instances, use the drop-down menu on the right to easily select from the available options. These parameters will be combined/replaced with the SOPs 'Cd' attribute, as chosen by the Color Mode parameter.\n\n\n\n instanceb - Select what data to apply to the diffuse color of the instances, use the drop-down menu on the right to easily select from the available options. These parameters will be combined/replaced with the SOPs 'Cd' attribute, as chosen by the Color Mode parameter.\n\n\n\n instancea - Select what data to apply to the diffuse color of the instances, use the drop-down menu on the right to easily select from the available options. These parameters will be combined/replaced with the SOPs 'Cd' attribute, as chosen by the Color Mode parameter.\n\n\n\n instancetexs - - Specify the paths one or more containing the textures to use with the instances. Wildcards and pattern matching is supported.\n\n instancetexextendu - - \n\n hold - zero - repeat - mirror -\n\n instancetexextendv - - \n\n hold - zero - repeat - mirror -\n\n instancetexextendw - - \n\n hold - zero - repeat - mirror -\n\n instancetexfilter - - \n\n nearest - linear - mipmaplinear -\n\n instancetexanisotropy - - \n\n off - 2x - 4x - 8x - 16x -\n\n\n\n\nThis feature allows for arbitrary textures to be applied to instances. The textures do not need to be the same resolution, and they don't need to be combined into an grouped format such as a 3D Texture or a 2D Texture array. Multiple TOPs can be specified using the \" Textures\" parameter, and the texture that is applied per-instance is specified using the channel chosen in the \"Texture Index\" parameter. This is different from a 3D Texture or 2D Texture Array, which would use the W texture coordinate to select a texture from within a single texture. By default this texture will be used as the \"Base Color Map\" texture for a PBR MAT, and the Color Map for all other materials such as the Phong MAT. For materials that support more than one map, the map that this this feature replaces can be chosen in the material's parameters. Currently on Windows at most 16384 textures can be used at once, and on macOS at most 128 textures can be used at once. These numbers are reduced by other textures that are used by the render such as other maps, cone light lookup map etc.\n\n instancetexindexop - Select a specific operator to get data from for the Texture Index instance attribute below. If not specified, the the operator specified in the 'Default ' on the parameter page can be used.\n\n\n\n instancetexindex - Select what data to select which texture to use for the instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n\n\nCustom attributes allow arbitrary attributes to be assigned to instances, usable in a GLSL MAT. They can be accessed using TDInstanceCustomAttrib0(), TDInstanceCustomAttrib1() etc. For more information refer to Write a GLSL Material. These attributes will be ignored in other materials such as the PBR MAT.\nBelow you can add more parameters as you require more custom attributes. Different GPUs will have a different number of maximum custom attributes supported.\n\n instance - Sequence of arbitrary attributes to be assigned to instances\n\n\n\n instance0customop - Select a specific operator to get data from for the instance attributes below. If not specified, the the operator specified in the 'Default ' on the parameter page can be used.\n\n\n\n instance0customx - Select what data to use for this instance attribute, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instance0customy - Select what data to use for this instance attribute, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instance0customz - Select what data to use for this instance attribute, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instance0customw - Select what data to use for this instance attribute, use the drop-down menu on the right to easily select from the available options.\n\n\n\n\n\nThe Display parameter page controls the component's material and rendering settings.\n\n material - Selects a MAT to apply to the geometry inside.\n\n\n\n render - Whether the 's geometry is visible in the Render TOP. This parameter works in conjunction (logical AND) with the 's Render Flag.\n\n\n\n drawpriority - Determines the order in which the Components are drawn. Smaller values get drawn after larger values. The value is compared with other Components in the same parent , or if the is the top level one listed in the Render 's '' parameter, then against other top-level Components listed there. This value is most often used to help with Transparency.\n\n\n\n pickpriority - When using a Render Pick CHOP or a Render Pick DAT, there is an option to have a 'Search Area'. If multiple objects are found within the search area, the pick priority can be used to select one object over another. A higher value will get picked over a lower value. This does not affect draw order, or objects that are drawn over each other on the same pixel. Only one will be visible for a pick per pixel.\n\n\n\n wcolor - - Use the R, G, and B fields to set the 's color when displayed in wireframe shading mode.\n\n wcolorr - wcolorg - wcolorb -\n\n lightmask - By default all lights used in the Render TOP will affect geometry renderer. This parameter can be used to specify a sub-set of lights to be used for this particular geometry. The lights must be listed in the Render TOP as well as this parameter to be used.\n\n\n\n\n\nThe parameter page sets the component's python extensions. Please see extensions for more information.\n\n ext - Sequence of info for creating extensions on this component\n\n\n\n ext0object - A number of class instances that can be attached to the component.\n\n\n \n ext0name - Optional name to search by, instead of the instance class name.\n\n\n\n ext0promote - Controls whether or not the extensions are visible directly at the component level, or must be accessed through the .ext member. Example: n.Somefunction vs n.ext.Somefunction\n\n\n\n\n reinitextensions - Recompile all extension objects. Normally extension objects are compiled only when they are referenced and their definitions have changed.\n\n\n\n\n\nThe Common parameter page sets the component's node viewer and clone relationships.\n\n parentshortcut - Specifies a name you can use anywhere inside the component as the path to that component. See Parent Shortcut.\n\n\n\n opshortcut - Specifies a name you can use anywhere at all as the path to that component. See Global OP Shortcut.\n\n\n\n iop - Sequence header for internal operators.\n\n\n\n iop0shortcut - Specifies a name you can use anywhere inside the component as a path to \"Internal \" below. See Internal Operators.\n\n\n\n iop0op - The path to the Internal OP inside this component. See Internal Operators.\n\n\n\n\n nodeview - - Determines what is displayed in the node viewer, also known as the Node Viewer. Some options will not be available depending on the type (Object Component, Panel Component, Misc.)\n\n default - Displays the default viewer for the component type, a 3D Viewer for Object COMPS and a Viewer for Panel COMPs. opviewer - Displays the node viewer from any operator specified in the Operator Viewer parameter below.\n\n opviewer - Select which operator's node viewer to use when the Node View parameter above is set to Operator .\n\n\n\n enablecloning - Control if the OP should be actively cloneing. Turning this off causes this node to stop cloning it's ' Master'.\n\n\n\n enablecloningpulse - Instantaneously clone the contents.\n\n\n\n clone - to a component used as the Master Clone.\n\n\n\n loadondemand - Loads the component into memory only when required. Good to use for components that are not always used in the project.\n\n\n\n enableexternaltox - When on (default), the external file will be loaded when the starts and the contents of the will match that of the external . This can be turned off to avoid loading from the referenced external on startup if desired (the contents of the are instead loaded from the file). Useful if you wish to have a reference an external but not always load from it unless you specifically push the Re-Init Network parameter button.\n\n\n\n enableexternaltoxpulse - This button will re-load from the external file (if present).\n\n\n\n externaltox - to a file on disk which will source the component's contents upon start of a . This allows for components to contain networks that can be updated independently. If the file can not be found, whatever the file was saved with will be loaded.\n\n\n\n reloadcustom - When this checkbox is enabled, the values of the component's Custom Parameters are reloaded when the .tox is reloaded. This only affects top-level parameters on the component, all parameters on nodes inside the component are always reloaded with the .tox.\n\n\n\n reloadbuiltin - When this checkbox is enabled, the values of the component's built-in parameters are reloaded when the .tox is reloaded. This only affects top-level parameters on the component, all parameters on nodes inside the component are always reloaded with the .tox.\n\n\n\n savebackup - When this checkbox is enabled, a backup copy of the component specified by the External parameter is saved in the file. This backup copy will be used if the External can not be found. This may happen if the was renamed, deleted, or the file is running on another computer that is missing component media.\n\n\n\n subcompname - When loading from an External file, this option allows you to reach into the and pull out a and make that the top-level , ignoring everything else in the file (except for the contents of that ). For example if a file named project1 contains project1/geo1, putting geo1 as the Sub- to Load, will result in geo1 being loaded in place of the current . If this parameter is blank, it just loads the file normally using the top level in the file.\n\n\n\n relpath - - Set whether the child file paths within this are relative to the itself or the , or inherit from parent.\n\n inherit - Inherit setting from parent. project - The path, when specified as a relative path, will be relative to the file. externaltox - The path, when specified as a relative path, will be relative to the file. When no external file is specified, or when Enable External is not toggled on, this doesn't have any impact.\n\n\n\nTouchDesigner Build: Latest\\nwikieditorwikieditor2023.112802022.24140before 2022.24140\nCOMPs\n• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • \n\nAn Operator Family that contains its own Network. There are sixteen 3D Object Component and ten 2D Panel Component types. See also Network Path.\n\n\n\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\n(1) The TouchDesigner window is made of a menu bar at the top, a Timeline at the bottom, plus one of a choice of Layouts in the middle. A Layout is made on one or more Panes, each Pane can contain a Network Editor, Viewer, Panel, etc. See Pane and Bookmark. (2) Nodes in a network are arranged using Layout commands in the RMB menu.\n\n\n\nAn Operator Family that manipulates text strings: multi-line text or tables. Multi-line text is often a python Script or GLSL Shader, but can be any multi-line text. Tables are rows and columns of cells, each containing a text string.\n\n\n\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\nOP Snippets is a set of 700+ live examples of TouchDesigner operators. You can access snippets via the Help menu, or by right-clicking on network operators, or r-clicking on OP Create dialog items.\n\n\n\nUnicode text is fully supported in TouchDesigner. Unicode can be typed into parameters, DATs, Python scripts etc. Unicode encoded text files can be loaded into DATs. File paths can include any unicode character that is legal for a file path.\n\n\n\nA Link. The grey dashed lines between nodes is a Reference or Link that indicates one operator is getting data from another operator from any Operator Family.\n\n\nThe grey dashed lines between nodes is a Reference (or Link). A Reference is (1) a Parameter Reference, a parameter in an OP that is a name or path to another operator, (2) a Node Reference, an expression in a parameter or DAT script that contains the name or path of another operator, (3) a DAT Cell Reference or (4) a CHOP Channel Reference.\n\n\nA Link or Reference is a dashed line between nodes that represent other data flowing between nodes. Examples are CHOP Exports, node Paths in parameters, and expressions in parameters referencing CHOP channels, DAT tables and other nodes. In contrast is a Wire that connects nodes in the same Operator Family.\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\nA set of commands located in a Text DAT that are triggered to run under certain conditions. There are two scripting languages in TouchDesigner: Python and the original Tscript. Scripts and single-line commands can also be run in the Textport.\n\n\n\nAn Operator Family that contains its own Network. There are sixteen 3D Object Component and ten 2D Panel Component types. See also Network Path.\n\n\n\nHierarchy relates components with other components. There are two groups of Hierarchy in TouchDesigner. 3D Object Components, and 2D Panel Components. Hierarchies let one component to be positioned relative to another. Each group can be connected via lines between the bottoms/tops of nodes in a network, or by placing one component inside the other.\n\n\n\nThe sub-Family of Component types that are used to define and render 3D scenes. A Geometry Component is an Object that contains the 3D shapes to render. A Camera COMP and Light COMP are other Object types. Separately, \"Objects\" also refers to Python objects.\n\n\n\nThe location of an operator within the TouchDesigner environment, for example, /geo1/circle1, a node called circle1 in a component called geo1. The path / is called Root. This path is displayed at the top of every Pane, showing which Component's network you are currently in. To refer instead to a filesystem folder, directory, disk file or http: address, see Folder.\n\n\n\n(1) A Geometry Component can instance and render its SOP geometry many times: once for each sample in a CHOP, row of a DAT table, pixel in a TOP, or point of a SOP, (2) An instance is an OP that doesn't actually have its own data, but rather just refers to an OP (or has an input) whose data it uses. This includes Null OPs, Switch OPs and in some cases Select OPs.\n\n\n\nAny of the procedural data operators. OPs do all the work in TouchDesigner. They \"cook\" and output data to other OPs, which ultimately result in new images, data and audio being generated. See Node.\n\n\n\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\nOperators that need 1 or more inputs are called Filters in TouchDesigner, like a Math CHOP. See Generator.\n\n\n\nThe 3D data held in SOPs and passed for rendering by the Geometry COMP.\n\n\n\nAny component can be extended with its own Python classes which contain python functions and data.\n\n\n\nA Parent Shortcut is a parameter on a component that contains a name that you can use anywhere inside the component to refer to that component using the syntax parent.Name, for example parent.Effect.width to obtain panel width.\n\n\n\nA name for a component that is accessible from any node in a project, which can be declared in a component's Global Operator Shortcut parameter.\n\n\n\nOperator shortcuts are Python objects that return operators (or sometimes parameters). These include Parent Shortcuts for accessing a component from within that component, and Global OP Shortcuts that access a unique component from anywhere in TouchDesigner.\n\n\n\nThe viewer of a node can be (1) the interior of a node (the Node Viewer), (2) a floating window (RMB->View... on node), or (3) a Pane that graphically shows the results of an operator.\n\n\n\nA custom interactive control panel built within TouchDesigner. Panels are created using Panel Components.\n\n\n\nCloning makes multiple components match the contents of a master component. A Component whose Clone parameter is set will be forced to contain the same nodes, wiring and parameters as its master component. Cloning does not create new components as does the Replicator COMP.\n\n\n\nTo \"pulse\" a parameter is to send it a signal from (1) an exported CHOP channel or (2) a python command or (3) a mouse click that causes a new action to occur immediately. A pulse via python is via the .pulse() function on a pulse-type parameter, such as Reset parameter in a Speed CHOP. A pulse from a CHOP is typically a 0 to 1 to 0 signal in an exported channel.\n\n\n\nTouchDesigner Component file, the file type used to save a Component of your TouchDesigner project.\n\n\n\nTOuch Environment file, the file type used by TouchDesigner to save your entire project.\n\n\n\nThere are 2 kinds of parenting. The \"parent component\" is the component in which a node resides. The metaphor is extended to include grand parents, grand-grand parents, etc. The root / is the ultimate parent to all nodes. See also 3D Parenting and panel Parenting.\n\n\n\n\n\n\n\n\nRetrieved from \"https://docs.derivative.ca/index.php?title=Geo_Text_COMP&oldid=30690\"\n\t\tCategory: COMPs",
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"description": "From Derivative\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tJump to navigation\n\t\tJump to search\n\t\t\nThe Geo Text renders text in 3D. It does not read or generate a as it does direct rendering using the Slug Library and can be lit and textured with any MAT material.\nYou can set fonts, colors, sizes, bold, italic, tracking, multi-lines like you can with the Text COMP. But because the Geo Text doesn't have a boundary, width or height like the Text , we substitute it with a layout box and the Box parameters. The layout box has a width and height, and by default the bottom left of the layout box is placed at 0,0,0 in 3D space of the Geo Text (\"object space\"). The Box Anchor U and V let you put the center of the layout box at 0,0,0 by setting the anchors to .5, 5.\nThe layout box's size although you can't see it by default, is the Box Size parameter. With that you can right-justify or top-justify text in the layout box, and clip to the layout box. Yu can also pad space aroud each side of the layout box.\nSee also the 2D equivalent Text COMP. See Text Formatting Codes for ways to override settings per-character.\nRender multiple strings transformed separately: The Specification and Specification allow for individual strings to be each positioned and styled independently in 3D. \nEvery row of the Spec represents a \"block\" or \"text block\". Every Spec contains a column named text which is the string that overrides the Text parameter.\nMost columns override a Geo Text parameter, such as text, tx and fontsize. Some column names noted below have no corresponding parameter.\nThe Spec can also specify values per block. When including a Spec the number of Spec samples needs to be the same number of rows as the Spec following the first column header. \nParameters that can be overrided include fontsize, fontcolor, tracking etc., plus all the layout box and alignment parameters. Font/bold/italic are supported as columns as they are separate fonts. \nTransforming text blocks: The column or channel names can include tx, ty, tz and all the rotate and scale channels (which use the Transform Order parameter). \nA special column/channel called append can be used, when append is 1, to position one block of text relative to the end of the previous block. Regular transforms are inherited by each appended text block. \nLocal transforms (ltx, lrz, etc), can be used to apply additional transforms to a block that are not inherited by appended blocks. If the special column/channel localxform is set to 'pre', then the local transform is applied in world space before the inherited transforms are applied.\nNote - The Geo Text uses blending/transparency to create the glyphs floating in space (Each glyph is a partially transparent rectangle), so to view properly without the enclosing polygons that surround them, you need to ensure they are drawn after other geometry that they are sitting in-front of. This is usually due using the Draw Priority parameter on the 'Render' parameter page and making the value more negative than the Draw Priority of other objects. All things with the highest draw priority are drawn first, then all things with the same second higher draw priority are drawn second. If the priority is the same between two objects, then the order they are drawn is arbitrary and will possibly change. Note: Text within a Spec should be setup so things in the back are earlier in the table than things in the front. It will draw row-by-row from the Spec .\nSee OP for further transform options - relative and append.\nThe Geo Text is similar to the Text COMP which is a 2D Panel.\ngeotextCOMP_Class\n\nContents\n \n \n \n \n \n \n \n \n\n \n \n \n \n\n\n\n\n mode - - Controls where text is generated from. Either from the 'Text' parameter, or a table provided via the 'Specification ' parameter.\n\n text - The text will be generated using the contents of the 'Text' parameter. specdat - The text will be generated using rows and channels from the 'Specification ' or 'Specification ' parameters.\n\n text - When in 'Text' mode, this specifies the text that will be rendered.\n\n\n\n specdat - In this mode, the Text parameter is ignored and data is taken from a table given in the Specification parameter. Each row of the is a separate line of text, which can have different transforms, alignment, color, word wrap settings applied to them. The column headers should match the parameter name which the column is overriding. If a column entry for a particular row is left empty, then the value of the parameter is used instead. This allows a default value to be used for all rows, but allowing select rows to have different settings as needed. Transforms are not overridden, any transform that is given is applied as a pre-transform before the other transforms given by the parameters. Valid columns are currently: text, tx, ty, tz, rx, ry, rz, sx, sy, sz, px, py, pz, ltx, lty, ltz, lrx, lry, lrz, lsx, lsy, lsz, lpx, lpy, lpz, fontcolorr, fontcolorg, fontcolorb, fontalpha, allignx, aligny, alignymode, fontsize, tracking, skew, horzstretch, linespacing, wordwrap, layoutsizew, layoutsizeh, layoutanchoru, layoutanchorv, textpaddingl, textpaddingr, textpaddingb, textpaddingt, render, append, localxform.\n\n\n\n specchop - Allows use of data to set parameters of text blocks defined in the Specification . Each sample of the corresponds to the data rows in the Specification . Only numerical data such as tx, ty, rz, fontcolorr, etc can be provided by the .\n\n\n\n formatcodes - Enables the use of formatting codes in the text. For example, the code {#color(255, 0, 0);} will turn all text afterwards on that line red. See Text Formatting Codes for all available codes.\n\n\n\n smartpunct - Enables the use of smart punctuation. For example, pairs of quotes will be replaced with appropriate angled quotes, 3 periods will be replaced with an ellipses character and two hypens will become an em-dash.\n\n\n\n wordwrap - Wrap lines of text if they go beyond the width of the layout box.\n\n\n\n\n\n font - - Select the font to be used from the dropdown menu. Available fonts are those that have been registered with the operating system. There may be a delay when selecting fonts that have not been used before as the system creates the necessary intermediate files required for rendering.\n\n Arial - Adobe Devanagari - Arial Black - BIZ UDGothic - BIZ UDMincho Medium - BIZ UDPGothic - BIZ UDPMincho Medium - Bahnschrift - Bahnschrift Condensed - Bahnschrift Light - Bahnschrift Light Condensed - Bahnschrift Light SemiCondensed - Bahnschrift SemiBold - Bahnschrift SemiBold Condensed - Bahnschrift SemiBold SemiCondensed - Bahnschrift SemiCondensed - Bahnschrift SemiLight - Bahnschrift SemiLight Condensed - Bahnschrift SemiLight SemiCondensed - Book Antiqua - Bookshelf Symbol 7 - Calibri - Calibri Light - Cambria - Cambria Math - Candara - Candara Light - Century - Century Gothic - Comic Sans MS - Consolas - Constantia - Corbel - Corbel Light - Courier New - Ebrima - Franklin Gothic Medium - Gabriola - Gadugi - Georgia - Graphium - HoloLens MDL2 Assets - Impact - Ink Free - Javanese Text - Leelawadee UI - Leelawadee UI Semilight - Lucida Console - Lucida Sans - MS Gothic - MS Mincho - MS Outlook - MS PGothic - MS PMincho - MS Sans Serif - MS Specialty - MS UI Gothic - MT Extra - MV Boli - Malgun Gothic - Malgun Gothic Semilight - Marlett - Design Icons - Design Icons Desktop - Meiryo - Meiryo UI - Microsoft Himalaya - Microsoft JhengHei - Microsoft JhengHei Light - Microsoft JhengHei UI - Microsoft JhengHei UI Light - Microsoft New Tai Lue - Microsoft PhagsPa - Microsoft Sans Serif - Microsoft Tai Le - Microsoft YaHei - Microsoft YaHei Light - Microsoft YaHei UI - Microsoft YaHei UI Light - Microsoft Yi Baiti - MingLiU-ExtB - MingLiU_HKSCS-ExtB - Mongolian Baiti - Myanmar Text - NSimSun - Nirmala UI - Nirmala UI Semilight - Noto Sans CJK JP - Open Sans - Open Sans Light - Open Sans SemiBold - PMingLiU-ExtB - PT Mono - Palatino Linotype - Roboto - Roboto Black - Roboto Condensed - Roboto Medium - Segoe MDL2 Assets - Segoe Print - Segoe - Segoe UI - Segoe UI Black - Segoe UI Emoji - Segoe UI Historic - Segoe UI Light - Segoe UI Semibold - Segoe UI Semilight - Segoe UI Symbol - SimSun - SimSun-ExtB - Sitka Banner - Sitka Display - Sitka Heading - Sitka Small - Sitka Subheading - Sitka Text - Sylfaen - Symbol - TSTAR TW PRO - Tahoma - Times New Roman - Trebuchet MS - UD Digi Kyokasho N-B - UD Digi Kyokasho N-R - UD Digi Kyokasho NK-B - UD Digi Kyokasho NK-R - UD Digi Kyokasho NP-B - UD Digi Kyokasho NP-R - Verdana - Webdings - Wingdings - Wingdings 2 - Wingdings 3 - Yu Gothic - Yu Gothic Light - Yu Gothic Medium - Yu Gothic UI - Yu Gothic UI Light - Yu Gothic UI Semibold - Yu Gothic UI Semilight - Yu Mincho - Yu Mincho Demibold - Yu Mincho Light -\n\n fontfile - Specify a font file to be used for rendering the text. This option can be used for fonts that are not registered with the operating system and do not appear in the drop down menu.\n\n\n\n bold - Display the text in bold.\n\n\n\n italic - Display the text in italics.\n\n\n\n fontsize - The font size. This is in the same units as the geometry space. So it's arbitrary based on the size of your scene.\n\n\n\n tracking - Sets the horizontal spacing between characters, where 0 is default spacing, > 0 is increased spacing and < 0 is decreased spacing.\n\n\n\n skew - Tilts the top of the characters forwards or backwards relative to the baseline.\n\n\n\n horzstretch - Horizontally stretch the characters relative to their current alignment.\n\n\n\n linespacing - Adjust spacing between lines. The value is a multiplier of the default spacing defined by the font.\n\n\n\n fontcolor - - The color for the font.\n\n fontcolorr - fontcolorg - fontcolorb - fontcolorg - fontcolorb -\n\n fontalpha - The alpha value for the font.\n\n\n\n layoutanchoru - Along with the Box Anchor V, this allows shifting the layout box from it's current position left/down. It also controls how rotations will pivot around the layout box, so a 0.5, 0.5 anchor will cause rotations to move about the center of the layout box.\n\n\n\n layoutanchorv - The V component of the Box Anchor pair.\n\n\n\n layoutsize - - Text is aligned and word-wrapped within a virtual layout box. This box is what is transformed by the various transform parameters, and then the text is aligned and laid out within that. The width and height units are the same units as the font size.\n\n layoutsizew - layoutsizeh -\n\n cliptolayoutbox - \n\n\n\n textpadding - - \n\n textpaddingl - textpaddingr - textpaddingb - textpaddingt -\n\n alignx - - Controls the horizontal alignment of the text.\n\n left - center - right -\n\n aligny - - Controls the vertical alignment of the text.\n\n top - center - bottom -\n\n alignymode - - Controls how the alignment is calculated for vertical alignment.\n\n metrics - Uses the font defined layout information, ascender size, descender size etc. to layout the box. This provides consistent alignment regardless of the text contents. bbox - The alignment will be based on the bounding box of the current text string. This can cause the string to move up/down as the text changes. Useful to perfectly align static text that would otherwise be offset due to the character size and standard layout not resulting in the text being perfectly centered.\n\n textpadding - - Extra padding to add to the sides of the layout box, pushing the text inwards for alignment.\n\n textpaddingl - Padding on the left. textpaddingr - Padding on the right. textpaddingb - Padding on the bottom. textpaddingt - Padding on the top.\n\n\n\nThe Xform parameter page controls the object component's transform in world space.\n\n xord - - This allows you to specify the order in which the changes to your will take place. Changing the Transform Order will change where things go much the same way as going a block and turning east gets you to a different place than turning east and then going a block. In matrix math terms, if we use the 'multiply vector on the right' (column vector) convention, a transform order of Scale, Rotate, Translate would be written as T * R * S * Position.\n\n srt - str - rst - rts - tsr - trs -\n\n rord - - This allows you to set the transform order for the 's rotations. As with transform order (above), changing the order in which the 's rotations take place will alter the 's final position.\tA Rotation order of Rx Ry Rz would create the final rotation matrix as follows R = Rz * Ry * Rx\n\n xyz - R = Rz * Ry * Rx xzy - R = Ry * Rz * Rx yxz - R = Rz * Rx * Ry yzx - R = Rx * Rz * Ry zxy - R = Ry * Rx * Rz zyx - R = Rx * Ry * Rz\n\n t - - This allows you to specify the amount of movement along any of the three axes; the amount, in degrees, of rotation around any of the three axes; and a non-uniform scaling along the three axes. As an alternative to entering the values directly into these fields, you can modify the values by manipulating the in the Viewport with the Select & Transform state.\n\n tx - ty - tz -\n\n r - - Theis specifies the amount of movement along any of the three axes; the amount, in degrees, of rotation around any of the three axes; and a non-uniform scaling along the three axes. As an alternative to entering the values directly into these fields, you can modify the values by manipulating the in the Viewport with the Select & Transform state.\n\n rx - ry - rz -\n\n s - - This specifies the amount of movement along any of the three axes; the amount, in degrees, of rotation around any of the three axes; and a non-uniform scaling along the three axes. As an alternative to entering the values directly into these fields, you can modify the values by manipulating the in the Viewport with the Select & Transform state.\n\n sx - sy - sz -\n\n p - - The Pivot point edit fields allow you to define the point about which a scales and rotates. Altering the pivot point of a produces different results depending on the transformation performed on the .\t\nFor example, during a scaling operation, if the pivot point of an is located at -1, -1, 0 and you wanted to scale the by 0.5 (reduce its size by 50%), the would scale toward the pivot point and appear to slide down and to the left.\t\t\t\n\t\t\t\nIn the example above, rotations performed on an with different pivot points produce very different results.\n\n\n px - py - pz -\n\n scale - This field allows you to change the size of an uniformly along the three axes.\t\n Scaling a camera's channels is not generally recommended. However, should you decide to do so, the rendered output will match the Viewport as closely as possible when scales are involved.\n\n\n\n parentxformsrc - - Select what position is used as the transform source for this obejct. Can be one of \"Parent ()\", \"Specify Parent \", or \"World Origin\".\n\n hierarchy - specify - worldorigin -\n\n parentobject - Allows the location of the object to be constrained to any other object whose path is specified in this parameter.\n\n\n\n lookat - Allows you to orient this by naming another 3D you would like it to , or point to. Once you have designated this to look at, it will continue to face that , even if you move it. This is useful if, for instance, you want a camera to follow another 's movements. The parameter points the in question at the other 's origin.\t\n To designate a center of interest for the camera that doesn't appear in your scene, create a Null and disable its display flag. Then Parent the Camera to the newly created Null , and tell the camera to look at this using the parameter. You can direct the attention of the camera by moving the Null with the Select state. If you want to see both the camera and the Null , enable the Null 's display flag, and use the Select state in an additional Viewport by clicking one of the icons in the top-right corner of the TouchDesigner window.\n\n\n\n forwarddir - - Sets which axis and direction is considered the forward direction.\n\n posx - negx - posy - negy - posz - negz -\n\n lookup - - When specifying a , it is possible to specify an up vector for the lookat. Without using an up vector, it is possible to get poor animation when the lookat , for example, passes through the Y axis of the target .\t\n - Use this option if the look at does not pass through the Y axis of the target .\n - This precisely defines the rotates on the doing the looking. The specified should not be parallel to the look at direction. See below.\n - Quaternions are a mathematical representation of a 3D rotation. This method finds the most efficient means of moving from one point to another on a sphere.\n off - on - quat - roll -\n\n pathsop - Names the that functions as the path you want this to move along. For instance, you can name a that provides a path for the camera to follow.\n\n\n\n roll - Using the angle control you can specify a 's rotation as it animates along the path.\n\n\n\n pos - This parameter lets you specify the of the along the path. The values you can enter for this parameter range from 0 to 1, where 0 equals the starting point and 1 equals the end point of the path. The value slider allows for values as high as 10 for multiple \"passes\" along the path.\n\n\n\n pathorient - If this option is selected, the will be oriented along the path. The positive Z axis of the will be pointing down the path.\n\n\n\n up - - When orienting a , the is used to determine where the positive Y axis points.\n\n upx - upy - upz -\n\n bank - The rolls the based on the curvature of the path at its current position. To turn off auto-banking, set the bank scale to 0.\n\n\n\n\n\nThe Pre-Xform parameter page applies a transform to the object component the same way connecting another Object as a parent of this node does. The transform is applied to the left of the Xform page's parameters. In terms of matrix math, if we use the 'multiply on the right' (column vector) convention, the equation would be preXForm * xform * Position.\n\n pxform - Enables the transformation on this page.\n\n\n\n pxord - - Refer to the documentation on Xform page for more information.\n\n srt - str - rst - rts - tsr - trs -\n\n prord - - Refer to the documentation on Xform page for more information.\n\n xyz - xzy - yxz - yzx - zxy - zyx -\n\n pt - - Refer to the documentation on Xform page for more information.\n\n ptx - pty - ptz -\n\n pr - - Refer to the documentation on Xform page for more information.\n\n prx - pry - prz -\n\n ps - - Refer to the documentation on Xform page for more information.\n\n psx - psy - psz -\n\n pp - - Refer to the documentation on Xform page for more information.\n\n ppx - ppy - ppz -\n\n pscale - Refer to the documentation on Xform page for more information.\n\n\n\n preset - This button will reset this page's transform so it has no translate/rotate/scale.\n\n\n\n pcommit - This button will copy the transform from this page to the main Xform page, and reset this page's transform.\n\n\n\n xformmatrixop - This parameter can be used to transform using a 4x4 matrix directly. For information on ways to specify a matrix directly, refer to the Matrix Parameters page. This transform will be applied after the regular Pre-Transform transformation. That is, it'll be applied in the oder XformMatrix * PreXForm * Position.\n\n\n\n\n\nThe parameter page provides the ability to create hardware instances of geometry. Each instance has an instance ID which can be passed into a MAT shader via a uniform value. The instance ID can be retrieved by the Render Pick CHOP. Any code in a vertex shader can customize the instance based on the instance ID. \n's attributes can be individually driven by the data from any type of . When the instance data is supplied by a , the 's RGBA channels are assigned to instance attributes, when data is supplied by a , the 's channels are assigned to instance attributes, when from a then the 's attributes are assigned to instance attributes, and when a is used then a column is assigned to the instances attributes. The mapping of operator data to instance attributes is setup on the parameters below and on the 2 and 3 parameter pages.\n\n instancing - Turns on instancing for the Geometry .\n\n\n\n instancecountmode - - Two modes to determine how many instances will be created.\n\n manual - Use the Num Instances parameter below to set the number of instances. oplength - The number of samples/ rows in the / determines the number of instances.\n\n numinstances - When using the Manual mode for Count, this parameter set the number of instances.\n\n\n\n instanceop - Specify a path to a or used to transform the instances. Number of samples/rows in this or determines the number of instances when using the Length/ Num Rows mode for Count.\n\n\n\n instancefirstrow - - What to do with the first row of a table when using rows for Count.\n\n ignored - The first row is ignored and it's values won't be used as part of an instance. Indices must be used to select the columns to use for instance attributes. names - The first row contains column names which can be used to select which columns to use from the table. values - The first row is considered to contain values for the first instance. Indices must be used to select the columns to use for instance attributes.\n\n instxord - - Controls the order the transform operations will be applied to each instance. Refer to the documentation for the Xform page for more details.\n\n srt - str - rst - rts - tsr - trs -\n\n instrord - - The rotational matrix presented when you click on this option allows you to set the transform order for the 's rotations. As with transform order (above), changing the order in which the 's rotations take place will alter the 's final position.\n\n xyz - xzy - yxz - yzx - zxy - zyx -\n\n instancetop - Select a specific operator to get data from for the Translate instance attributes below. If not specified, the the operator specified in the 'Default ' on the parameter page can be used.\n\n\n\n instanceactive - Select the data channel that will be used to control which instances are rendered. Only instances with a non-zero value in this channel will be rendered; instances with a zero active channel value will be skipped. If no data is assigned to this channel then all instances are rendered. Use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancetx - Select what data to use to translate instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancety - Select what data to use to translate instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancetz - Select what data to use to translate instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancerop - Select a specific operator to get data from for the Rotate instance attributes below. If not specified, the the operator specified in the 'Default ' on the parameter page can be used.\n\n\n\n instancerx - Select what data to use to rotate instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancery - Select what data to use to rotate instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancerz - Select what data to use to rotate instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancesop - Select a specific operator to get data from for the Scale instance attributes below. If not specified, the the operator specified in the 'Default ' on the parameter page can be used.\n\n\n\n instancesx - Select what data to use to scale instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancesy - Select what data to use to scale instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancesz - Select what data to use to scale instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancepop - Select a specific operator to get data from for the Pivot instance attributes below. If not specified, the the operator specified in the 'Default ' on the parameter page can be used.\n\n\n\n instancepx - Select what data to use for the pivot of the instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancepy - Select what data to use for the pivot of the instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancepz - Select what data to use for the pivot of the instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n\n\nWhen the instance data is supplied by a , the 's RGBA channels are assigned to instance attributes; when data is supplied by a , the 's channels are assigned to instance attributes; when from a then the 's attributes are assigned to instance attributes; and when a is used then a column is assigned to the instances attributes.\n\n instancerottoorder - - Controls where in the transform equation the Rotate To Vector operation is applied.\n\n default - The Rotate to Vector operation will be applied before all other transform operations (except the pivot offset), regardless of their order of operation. E.g T * R * S * (RotToVector) * Position , R * S * T * (RotToVector) * Position . prerot - The Rotate To Vector operation will be applied after the main rotation as part of the TRS order. I.e T * (RotToVector * R) * S * Position, (RotToVector * R) * S * T * Position. postrot - The Rotate To Vector operation will be applied before the main rotation as part of the TRS order. I.e T * (R * RotToVector) * S * Position, (R * RotToVector) * S * T * Position.\n\n instancerottoforward - - Determine which axis for the geometry original orientation is considered 'forward'. That is, it'll treat the part of the geometry that is looking down that axis as the front and rotate it so it's aligned with the rotate to vector direction.\n\n posx - negx - posy - negy - posz - negz -\n\n instancerottoop - Select a specific operator to get data from for the Rotate to Vector instance attributes below. If not specified, the the operator specified in the 'Default ' on the parameter page can be used.\n\n\n\n instancerottox - Select what data to use to rotate to vector instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancerottoy - Select what data to use to rotate to vector instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancerottoz - Select what data to use to rotate to vector instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancerotupop - Select a specific operator to get data from for the Rotate Up instance attributes below. If not specified, the the operator specified in the 'Default ' on the parameter page can be used.\n\n\n\n instancerotupx - Select what data to use to rotate up instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancerotupy - Select what data to use to rotate up instances, use the drop-down menu on the right to easily select from the available options\n\n\n\n instancerotupz - Select what data to use to rotate up instances, use the drop-down menu on the right to easily select from the available options\n\n\n\n instanceorder - - Sets how transforms are applied to the instances.\n\n instanceworld - Use the individual instance transforms first, then apply the world transform (i.e. Xform and Pre-Xform parameter pages). worldXform * instanceXForm * Position worldinstance - Use the world transform first, then apply the individual instance transforms. instanceXForm * worldXForm * Position\n\n instancetexmode - - Set how the texture coordinates are applied to the instances.\n\n replace - Replaces texture coordinates. transform - Offsets texture coordinates.\n\n instancetexcoordop - Select a specific operator to get data from for the Texture Coord instance attributes below. If not specified, the the operator specified in the 'Default ' on the parameter page can be used.\n\n\n\n instanceu - Select what data to apply to texture coordinates of the instances, use the drop-down menu on the right to easily select from the available options. This interacts with the first texture layer uv[0] attributes coming from the .\n\n\n\n instancev - Select what data to apply to texture coordinates of the instances, use the drop-down menu on the right to easily select from the available options. This interacts with the first texture layer uv[0] attributes coming from the .\n\n\n\n instancew - Select what data to apply to texture coordinates of the instances, use the drop-down menu on the right to easily select from the available options. This interacts with the first texture layer uv[0] attributes coming from the .\n\n\n\n instancecolormode - - Controls how the instance color values interact with the SOPs 'Cd' (diffuse color) attribute. If the doesn't have a 'Cd' attribute, then it will behave as if its 'Cd' is (1, 1, 1, 1).\n\n replace - multiply - add - subtract -\n\n instancecolorop - Select a specific operator to get data from for the Color instance attributes below. If not specified, the the operator specified in the 'Default ' on the parameter page can be used.\n\n\n\n instancer - Select what data to apply to the diffuse color of the instances, use the drop-down menu on the right to easily select from the available options. These parameters will be combined/replaced with the SOPs 'Cd' attribute, as chosen by the Color Mode parameter.\n\n\n\n instanceg - Select what data to apply to the diffuse color of the instances, use the drop-down menu on the right to easily select from the available options. These parameters will be combined/replaced with the SOPs 'Cd' attribute, as chosen by the Color Mode parameter.\n\n\n\n instanceb - Select what data to apply to the diffuse color of the instances, use the drop-down menu on the right to easily select from the available options. These parameters will be combined/replaced with the SOPs 'Cd' attribute, as chosen by the Color Mode parameter.\n\n\n\n instancea - Select what data to apply to the diffuse color of the instances, use the drop-down menu on the right to easily select from the available options. These parameters will be combined/replaced with the SOPs 'Cd' attribute, as chosen by the Color Mode parameter.\n\n\n\n instancetexs - - Specify the paths one or more containing the textures to use with the instances. Wildcards and pattern matching is supported.\n\n instancetexextendu - - \n\n hold - zero - repeat - mirror -\n\n instancetexextendv - - \n\n hold - zero - repeat - mirror -\n\n instancetexextendw - - \n\n hold - zero - repeat - mirror -\n\n instancetexfilter - - \n\n nearest - linear - mipmaplinear -\n\n instancetexanisotropy - - \n\n off - 2x - 4x - 8x - 16x -\n\n\n\n\nThis feature allows for arbitrary textures to be applied to instances. The textures do not need to be the same resolution, and they don't need to be combined into an grouped format such as a 3D Texture or a 2D Texture array. Multiple TOPs can be specified using the \" Textures\" parameter, and the texture that is applied per-instance is specified using the channel chosen in the \"Texture Index\" parameter. This is different from a 3D Texture or 2D Texture Array, which would use the W texture coordinate to select a texture from within a single texture. By default this texture will be used as the \"Base Color Map\" texture for a PBR MAT, and the Color Map for all other materials such as the Phong MAT. For materials that support more than one map, the map that this this feature replaces can be chosen in the material's parameters. Currently on Windows at most 16384 textures can be used at once, and on macOS at most 128 textures can be used at once. These numbers are reduced by other textures that are used by the render such as other maps, cone light lookup map etc.\n\n instancetexindexop - Select a specific operator to get data from for the Texture Index instance attribute below. If not specified, the the operator specified in the 'Default ' on the parameter page can be used.\n\n\n\n instancetexindex - Select what data to select which texture to use for the instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n\n\nCustom attributes allow arbitrary attributes to be assigned to instances, usable in a GLSL MAT. They can be accessed using TDInstanceCustomAttrib0(), TDInstanceCustomAttrib1() etc. For more information refer to Write a GLSL Material. These attributes will be ignored in other materials such as the PBR MAT.\nBelow you can add more parameters as you require more custom attributes. Different GPUs will have a different number of maximum custom attributes supported.\n\n instance - Sequence of arbitrary attributes to be assigned to instances\n\n\n\n instance0customop - Select a specific operator to get data from for the instance attributes below. If not specified, the the operator specified in the 'Default ' on the parameter page can be used.\n\n\n\n instance0customx - Select what data to use for this instance attribute, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instance0customy - Select what data to use for this instance attribute, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instance0customz - Select what data to use for this instance attribute, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instance0customw - Select what data to use for this instance attribute, use the drop-down menu on the right to easily select from the available options.\n\n\n\n\n\nThe Display parameter page controls the component's material and rendering settings.\n\n material - Selects a MAT to apply to the geometry inside.\n\n\n\n render - Whether the 's geometry is visible in the Render TOP. This parameter works in conjunction (logical AND) with the 's Render Flag.\n\n\n\n drawpriority - Determines the order in which the Components are drawn. Smaller values get drawn after larger values. The value is compared with other Components in the same parent , or if the is the top level one listed in the Render 's '' parameter, then against other top-level Components listed there. This value is most often used to help with Transparency.\n\n\n\n pickpriority - When using a Render Pick CHOP or a Render Pick DAT, there is an option to have a 'Search Area'. If multiple objects are found within the search area, the pick priority can be used to select one object over another. A higher value will get picked over a lower value. This does not affect draw order, or objects that are drawn over each other on the same pixel. Only one will be visible for a pick per pixel.\n\n\n\n wcolor - - Use the R, G, and B fields to set the 's color when displayed in wireframe shading mode.\n\n wcolorr - wcolorg - wcolorb -\n\n lightmask - By default all lights used in the Render TOP will affect geometry renderer. This parameter can be used to specify a sub-set of lights to be used for this particular geometry. The lights must be listed in the Render TOP as well as this parameter to be used.\n\n\n\n\n\nThe parameter page sets the component's python extensions. Please see extensions for more information.\n\n ext - Sequence of info for creating extensions on this component\n\n\n\n ext0object - A number of class instances that can be attached to the component.\n\n\n \n ext0name - Optional name to search by, instead of the instance class name.\n\n\n\n ext0promote - Controls whether or not the extensions are visible directly at the component level, or must be accessed through the .ext member. Example: n.Somefunction vs n.ext.Somefunction\n\n\n\n\n reinitextensions - Recompile all extension objects. Normally extension objects are compiled only when they are referenced and their definitions have changed.\n\n\n\n\n\nThe Common parameter page sets the component's node viewer and clone relationships.\n\n parentshortcut - Specifies a name you can use anywhere inside the component as the path to that component. See Parent Shortcut.\n\n\n\n opshortcut - Specifies a name you can use anywhere at all as the path to that component. See Global OP Shortcut.\n\n\n\n iop - Sequence header for internal operators.\n\n\n\n iop0shortcut - Specifies a name you can use anywhere inside the component as a path to \"Internal \" below. See Internal Operators.\n\n\n\n iop0op - The path to the Internal OP inside this component. See Internal Operators.\n\n\n\n\n nodeview - - Determines what is displayed in the node viewer, also known as the Node Viewer. Some options will not be available depending on the type (Object Component, Panel Component, Misc.)\n\n default - Displays the default viewer for the component type, a 3D Viewer for Object COMPS and a Viewer for Panel COMPs. opviewer - Displays the node viewer from any operator specified in the Operator Viewer parameter below.\n\n opviewer - Select which operator's node viewer to use when the Node View parameter above is set to Operator .\n\n\n\n enablecloning - Control if the OP should be actively cloneing. Turning this off causes this node to stop cloning it's ' Master'.\n\n\n\n enablecloningpulse - Instantaneously clone the contents.\n\n\n\n clone - to a component used as the Master Clone.\n\n\n\n loadondemand - Loads the component into memory only when required. Good to use for components that are not always used in the project.\n\n\n\n enableexternaltox - When on (default), the external file will be loaded when the starts and the contents of the will match that of the external . This can be turned off to avoid loading from the referenced external on startup if desired (the contents of the are instead loaded from the file). Useful if you wish to have a reference an external but not always load from it unless you specifically push the Re-Init Network parameter button.\n\n\n\n enableexternaltoxpulse - This button will re-load from the external file (if present).\n\n\n\n externaltox - to a file on disk which will source the component's contents upon start of a . This allows for components to contain networks that can be updated independently. If the file can not be found, whatever the file was saved with will be loaded.\n\n\n\n reloadcustom - When this checkbox is enabled, the values of the component's Custom Parameters are reloaded when the .tox is reloaded. This only affects top-level parameters on the component, all parameters on nodes inside the component are always reloaded with the .tox.\n\n\n\n reloadbuiltin - When this checkbox is enabled, the values of the component's built-in parameters are reloaded when the .tox is reloaded. This only affects top-level parameters on the component, all parameters on nodes inside the component are always reloaded with the .tox.\n\n\n\n savebackup - When this checkbox is enabled, a backup copy of the component specified by the External parameter is saved in the file. This backup copy will be used if the External can not be found. This may happen if the was renamed, deleted, or the file is running on another computer that is missing component media.\n\n\n\n subcompname - When loading from an External file, this option allows you to reach into the and pull out a and make that the top-level , ignoring everything else in the file (except for the contents of that ). For example if a file named project1 contains project1/geo1, putting geo1 as the Sub- to Load, will result in geo1 being loaded in place of the current . If this parameter is blank, it just loads the file normally using the top level in the file.\n\n\n\n relpath - - Set whether the child file paths within this are relative to the itself or the , or inherit from parent.\n\n inherit - Inherit setting from parent. project - The path, when specified as a relative path, will be relative to the file. externaltox - The path, when specified as a relative path, will be relative to the file. When no external file is specified, or when Enable External is not toggled on, this doesn't have any impact.\n\n\n\nTouchDesigner Build: Latest\\nwikieditorwikieditor2023.112802022.24140before 2022.24140\nCOMPs\n• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • \n\nAn Operator Family that contains its own Network. There are sixteen 3D Object Component and ten 2D Panel Component types. See also Network Path.\n\n\n\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\n(1) The TouchDesigner window is made of a menu bar at the top, a Timeline at the bottom, plus one of a choice of Layouts in the middle. A Layout is made on one or more Panes, each Pane can contain a Network Editor, Viewer, Panel, etc. See Pane and Bookmark. (2) Nodes in a network are arranged using Layout commands in the RMB menu.\n\n\n\nAn Operator Family that manipulates text strings: multi-line text or tables. Multi-line text is often a python Script or GLSL Shader, but can be any multi-line text. Tables are rows and columns of cells, each containing a text string.\n\n\n\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\nOP Snippets is a set of 700+ live examples of TouchDesigner operators. You can access snippets via the Help menu, or by right-clicking on network operators, or r-clicking on OP Create dialog items.\n\n\n\nUnicode text is fully supported in TouchDesigner. Unicode can be typed into parameters, DATs, Python scripts etc. Unicode encoded text files can be loaded into DATs. File paths can include any unicode character that is legal for a file path.\n\n\n\nA Link. The grey dashed lines between nodes is a Reference or Link that indicates one operator is getting data from another operator from any Operator Family.\n\n\nThe grey dashed lines between nodes is a Reference (or Link). A Reference is (1) a Parameter Reference, a parameter in an OP that is a name or path to another operator, (2) a Node Reference, an expression in a parameter or DAT script that contains the name or path of another operator, (3) a DAT Cell Reference or (4) a CHOP Channel Reference.\n\n\nA Link or Reference is a dashed line between nodes that represent other data flowing between nodes. Examples are CHOP Exports, node Paths in parameters, and expressions in parameters referencing CHOP channels, DAT tables and other nodes. In contrast is a Wire that connects nodes in the same Operator Family.\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\nA set of commands located in a Text DAT that are triggered to run under certain conditions. There are two scripting languages in TouchDesigner: Python and the original Tscript. Scripts and single-line commands can also be run in the Textport.\n\n\n\nAn Operator Family that contains its own Network. There are sixteen 3D Object Component and ten 2D Panel Component types. See also Network Path.\n\n\n\nHierarchy relates components with other components. There are two groups of Hierarchy in TouchDesigner. 3D Object Components, and 2D Panel Components. Hierarchies let one component to be positioned relative to another. Each group can be connected via lines between the bottoms/tops of nodes in a network, or by placing one component inside the other.\n\n\n\nThe sub-Family of Component types that are used to define and render 3D scenes. A Geometry Component is an Object that contains the 3D shapes to render. A Camera COMP and Light COMP are other Object types. Separately, \"Objects\" also refers to Python objects.\n\n\n\nThe location of an operator within the TouchDesigner environment, for example, /geo1/circle1, a node called circle1 in a component called geo1. The path / is called Root. This path is displayed at the top of every Pane, showing which Component's network you are currently in. To refer instead to a filesystem folder, directory, disk file or http: address, see Folder.\n\n\n\n(1) A Geometry Component can instance and render its SOP geometry many times: once for each sample in a CHOP, row of a DAT table, pixel in a TOP, or point of a SOP, (2) An instance is an OP that doesn't actually have its own data, but rather just refers to an OP (or has an input) whose data it uses. This includes Null OPs, Switch OPs and in some cases Select OPs.\n\n\n\nAny of the procedural data operators. OPs do all the work in TouchDesigner. They \"cook\" and output data to other OPs, which ultimately result in new images, data and audio being generated. See Node.\n\n\n\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\nOperators that need 1 or more inputs are called Filters in TouchDesigner, like a Math CHOP. See Generator.\n\n\n\nThe 3D data held in SOPs and passed for rendering by the Geometry COMP.\n\n\n\nAny component can be extended with its own Python classes which contain python functions and data.\n\n\n\nA Parent Shortcut is a parameter on a component that contains a name that you can use anywhere inside the component to refer to that component using the syntax parent.Name, for example parent.Effect.width to obtain panel width.\n\n\n\nA name for a component that is accessible from any node in a project, which can be declared in a component's Global Operator Shortcut parameter.\n\n\n\nOperator shortcuts are Python objects that return operators (or sometimes parameters). These include Parent Shortcuts for accessing a component from within that component, and Global OP Shortcuts that access a unique component from anywhere in TouchDesigner.\n\n\n\nThe viewer of a node can be (1) the interior of a node (the Node Viewer), (2) a floating window (RMB->View... on node), or (3) a Pane that graphically shows the results of an operator.\n\n\n\nA custom interactive control panel built within TouchDesigner. Panels are created using Panel Components.\n\n\n\nCloning makes multiple components match the contents of a master component. A Component whose Clone parameter is set will be forced to contain the same nodes, wiring and parameters as its master component. Cloning does not create new components as does the Replicator COMP.\n\n\n\nTo \"pulse\" a parameter is to send it a signal from (1) an exported CHOP channel or (2) a python command or (3) a mouse click that causes a new action to occur immediately. A pulse via python is via the .pulse() function on a pulse-type parameter, such as Reset parameter in a Speed CHOP. A pulse from a CHOP is typically a 0 to 1 to 0 signal in an exported channel.\n\n\n\nTouchDesigner Component file, the file type used to save a Component of your TouchDesigner project.\n\n\n\nTOuch Environment file, the file type used by TouchDesigner to save your entire project.\n\n\n\nThere are 2 kinds of parenting. The \"parent component\" is the component in which a node resides. The metaphor is extended to include grand parents, grand-grand parents, etc. The root / is the ultimate parent to all nodes. See also 3D Parenting and panel Parenting.\n\n\n\n\n\n\n\n\nRetrieved from \"https://docs.derivative.ca/index.php?title=Geo_Text_COMP&oldid=30690\"\n\t\tCategory: COMPs",
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"description": "The Geo Text renders text in 3D. It does not read or generate a as it does direct rendering using the Slug Library and can be lit and textured with any MAT material.\nYou can set fonts, colors, sizes, bold, italic, tracking, multi-lines like you can with the Text COMP. But because the Geo Text doesn't have a boundary, width or height like the Text , we substitute it with a layout box and the Box parameters. The layout box has a width and height, and by default the bottom left of the layout box is placed at 0,0,0 in 3D space of the Geo Text (\"object space\"). The Box Anchor U and V let you put the center of the layout box at 0,0,0 by setting the anchors to .5, 5.\nThe layout box's size although you can't see it by default, is the Box Size parameter. With that you can right-justify or top-justify text in the layout box, and clip to the layout box. Yu can also pad space aroud each side of the layout box.\nSee also the 2D equivalent Text COMP. See Text Formatting Codes for ways to override settings per-character.\nRender multiple strings transformed separately: The Specification and Specification allow for individual strings to be each positioned and styled independently in 3D. \nEvery row of the Spec represents a \"block\" or \"text block\". Every Spec contains a column named text which is the string that overrides the Text parameter.\nMost columns override a Geo Text parameter, such as text, tx and fontsize. Some column names noted below have no corresponding parameter.\nThe Spec can also specify values per block. When including a Spec the number of Spec samples needs to be the same number of rows as the Spec following the first column header. \nParameters that can be overrided include fontsize, fontcolor, tracking etc., plus all the layout box and alignment parameters. Font/bold/italic are supported as columns as they are separate fonts. \nTransforming text blocks: The column or channel names can include tx, ty, tz and all the rotate and scale channels (which use the Transform Order parameter). \nA special column/channel called append can be used, when append is 1, to position one block of text relative to the end of the previous block. Regular transforms are inherited by each appended text block. \nLocal transforms (ltx, lrz, etc), can be used to apply additional transforms to a block that are not inherited by appended blocks. If the special column/channel localxform is set to 'pre', then the local transform is applied in world space before the inherited transforms are applied.\nNote - The Geo Text uses blending/transparency to create the glyphs floating in space (Each glyph is a partially transparent rectangle), so to view properly without the enclosing polygons that surround them, you need to ensure they are drawn after other geometry that they are sitting in-front of. This is usually due using the Draw Priority parameter on the 'Render' parameter page and making the value more negative than the Draw Priority of other objects. All things with the highest draw priority are drawn first, then all things with the same second higher draw priority are drawn second. If the priority is the same between two objects, then the order they are drawn is arbitrary and will possibly change. Note: Text within a Spec should be setup so things in the back are earlier in the table than things in the front. It will draw row-by-row from the Spec .\nSee OP for further transform options - relative and append.\nThe Geo Text is similar to the Text COMP which is a 2D Panel.\ngeotextCOMP_Class\n\nContents\n \n \n \n \n \n \n \n \n\n \n \n \n \n\n\n\n\n mode - - Controls where text is generated from. Either from the 'Text' parameter, or a table provided via the 'Specification ' parameter.\n\n text - The text will be generated using the contents of the 'Text' parameter. specdat - The text will be generated using rows and channels from the 'Specification ' or 'Specification ' parameters.\n\n text - When in 'Text' mode, this specifies the text that will be rendered.\n\n\n\n specdat - In this mode, the Text parameter is ignored and data is taken from a table given in the Specification parameter. Each row of the is a separate line of text, which can have different transforms, alignment, color, word wrap settings applied to them. The column headers should match the parameter name which the column is overriding. If a column entry for a particular row is left empty, then the value of the parameter is used instead. This allows a default value to be used for all rows, but allowing select rows to have different settings as needed. Transforms are not overridden, any transform that is given is applied as a pre-transform before the other transforms given by the parameters. Valid columns are currently: text, tx, ty, tz, rx, ry, rz, sx, sy, sz, px, py, pz, ltx, lty, ltz, lrx, lry, lrz, lsx, lsy, lsz, lpx, lpy, lpz, fontcolorr, fontcolorg, fontcolorb, fontalpha, allignx, aligny, alignymode, fontsize, tracking, skew, horzstretch, linespacing, wordwrap, layoutsizew, layoutsizeh, layoutanchoru, layoutanchorv, textpaddingl, textpaddingr, textpaddingb, textpaddingt, render, append, localxform.\n\n\n\n specchop - Allows use of data to set parameters of text blocks defined in the Specification . Each sample of the corresponds to the data rows in the Specification . Only numerical data such as tx, ty, rz, fontcolorr, etc can be provided by the .\n\n\n\n formatcodes - Enables the use of formatting codes in the text. For example, the code {#color(255, 0, 0);} will turn all text afterwards on that line red. See Text Formatting Codes for all available codes.\n\n\n\n smartpunct - Enables the use of smart punctuation. For example, pairs of quotes will be replaced with appropriate angled quotes, 3 periods will be replaced with an ellipses character and two hypens will become an em-dash.\n\n\n\n wordwrap - Wrap lines of text if they go beyond the width of the layout box.\n\n\n\n\n\n font - - Select the font to be used from the dropdown menu. Available fonts are those that have been registered with the operating system. There may be a delay when selecting fonts that have not been used before as the system creates the necessary intermediate files required for rendering.\n\n Arial - Adobe Devanagari - Arial Black - BIZ UDGothic - BIZ UDMincho Medium - BIZ UDPGothic - BIZ UDPMincho Medium - Bahnschrift - Bahnschrift Condensed - Bahnschrift Light - Bahnschrift Light Condensed - Bahnschrift Light SemiCondensed - Bahnschrift SemiBold - Bahnschrift SemiBold Condensed - Bahnschrift SemiBold SemiCondensed - Bahnschrift SemiCondensed - Bahnschrift SemiLight - Bahnschrift SemiLight Condensed - Bahnschrift SemiLight SemiCondensed - Book Antiqua - Bookshelf Symbol 7 - Calibri - Calibri Light - Cambria - Cambria Math - Candara - Candara Light - Century - Century Gothic - Comic Sans MS - Consolas - Constantia - Corbel - Corbel Light - Courier New - Ebrima - Franklin Gothic Medium - Gabriola - Gadugi - Georgia - Graphium - HoloLens MDL2 Assets - Impact - Ink Free - Javanese Text - Leelawadee UI - Leelawadee UI Semilight - Lucida Console - Lucida Sans - MS Gothic - MS Mincho - MS Outlook - MS PGothic - MS PMincho - MS Sans Serif - MS Specialty - MS UI Gothic - MT Extra - MV Boli - Malgun Gothic - Malgun Gothic Semilight - Marlett - Design Icons - Design Icons Desktop - Meiryo - Meiryo UI - Microsoft Himalaya - Microsoft JhengHei - Microsoft JhengHei Light - Microsoft JhengHei UI - Microsoft JhengHei UI Light - Microsoft New Tai Lue - Microsoft PhagsPa - Microsoft Sans Serif - Microsoft Tai Le - Microsoft YaHei - Microsoft YaHei Light - Microsoft YaHei UI - Microsoft YaHei UI Light - Microsoft Yi Baiti - MingLiU-ExtB - MingLiU_HKSCS-ExtB - Mongolian Baiti - Myanmar Text - NSimSun - Nirmala UI - Nirmala UI Semilight - Noto Sans CJK JP - Open Sans - Open Sans Light - Open Sans SemiBold - PMingLiU-ExtB - PT Mono - Palatino Linotype - Roboto - Roboto Black - Roboto Condensed - Roboto Medium - Segoe MDL2 Assets - Segoe Print - Segoe - Segoe UI - Segoe UI Black - Segoe UI Emoji - Segoe UI Historic - Segoe UI Light - Segoe UI Semibold - Segoe UI Semilight - Segoe UI Symbol - SimSun - SimSun-ExtB - Sitka Banner - Sitka Display - Sitka Heading - Sitka Small - Sitka Subheading - Sitka Text - Sylfaen - Symbol - TSTAR TW PRO - Tahoma - Times New Roman - Trebuchet MS - UD Digi Kyokasho N-B - UD Digi Kyokasho N-R - UD Digi Kyokasho NK-B - UD Digi Kyokasho NK-R - UD Digi Kyokasho NP-B - UD Digi Kyokasho NP-R - Verdana - Webdings - Wingdings - Wingdings 2 - Wingdings 3 - Yu Gothic - Yu Gothic Light - Yu Gothic Medium - Yu Gothic UI - Yu Gothic UI Light - Yu Gothic UI Semibold - Yu Gothic UI Semilight - Yu Mincho - Yu Mincho Demibold - Yu Mincho Light -\n\n fontfile - Specify a font file to be used for rendering the text. This option can be used for fonts that are not registered with the operating system and do not appear in the drop down menu.\n\n\n\n bold - Display the text in bold.\n\n\n\n italic - Display the text in italics.\n\n\n\n fontsize - The font size. This is in the same units as the geometry space. So it's arbitrary based on the size of your scene.\n\n\n\n tracking - Sets the horizontal spacing between characters, where 0 is default spacing, > 0 is increased spacing and < 0 is decreased spacing.\n\n\n\n skew - Tilts the top of the characters forwards or backwards relative to the baseline.\n\n\n\n horzstretch - Horizontally stretch the characters relative to their current alignment.\n\n\n\n linespacing - Adjust spacing between lines. The value is a multiplier of the default spacing defined by the font.\n\n\n\n fontcolor - - The color for the font.\n\n fontcolorr - fontcolorg - fontcolorb - fontcolorg - fontcolorb -\n\n fontalpha - The alpha value for the font.\n\n\n\n layoutanchoru - Along with the Box Anchor V, this allows shifting the layout box from it's current position left/down. It also controls how rotations will pivot around the layout box, so a 0.5, 0.5 anchor will cause rotations to move about the center of the layout box.\n\n\n\n layoutanchorv - The V component of the Box Anchor pair.\n\n\n\n layoutsize - - Text is aligned and word-wrapped within a virtual layout box. This box is what is transformed by the various transform parameters, and then the text is aligned and laid out within that. The width and height units are the same units as the font size.\n\n layoutsizew - layoutsizeh -\n\n cliptolayoutbox - \n\n\n\n textpadding - - \n\n textpaddingl - textpaddingr - textpaddingb - textpaddingt -\n\n alignx - - Controls the horizontal alignment of the text.\n\n left - center - right -\n\n aligny - - Controls the vertical alignment of the text.\n\n top - center - bottom -\n\n alignymode - - Controls how the alignment is calculated for vertical alignment.\n\n metrics - Uses the font defined layout information, ascender size, descender size etc. to layout the box. This provides consistent alignment regardless of the text contents. bbox - The alignment will be based on the bounding box of the current text string. This can cause the string to move up/down as the text changes. Useful to perfectly align static text that would otherwise be offset due to the character size and standard layout not resulting in the text being perfectly centered.\n\n textpadding - - Extra padding to add to the sides of the layout box, pushing the text inwards for alignment.\n\n textpaddingl - Padding on the left. textpaddingr - Padding on the right. textpaddingb - Padding on the bottom. textpaddingt - Padding on the top.\n\n\n\nThe Xform parameter page controls the object component's transform in world space.\n\n xord - - This allows you to specify the order in which the changes to your will take place. Changing the Transform Order will change where things go much the same way as going a block and turning east gets you to a different place than turning east and then going a block. In matrix math terms, if we use the 'multiply vector on the right' (column vector) convention, a transform order of Scale, Rotate, Translate would be written as T * R * S * Position.\n\n srt - str - rst - rts - tsr - trs -\n\n rord - - This allows you to set the transform order for the 's rotations. As with transform order (above), changing the order in which the 's rotations take place will alter the 's final position.\tA Rotation order of Rx Ry Rz would create the final rotation matrix as follows R = Rz * Ry * Rx\n\n xyz - R = Rz * Ry * Rx xzy - R = Ry * Rz * Rx yxz - R = Rz * Rx * Ry yzx - R = Rx * Rz * Ry zxy - R = Ry * Rx * Rz zyx - R = Rx * Ry * Rz\n\n t - - This allows you to specify the amount of movement along any of the three axes; the amount, in degrees, of rotation around any of the three axes; and a non-uniform scaling along the three axes. As an alternative to entering the values directly into these fields, you can modify the values by manipulating the in the Viewport with the Select & Transform state.\n\n tx - ty - tz -\n\n r - - Theis specifies the amount of movement along any of the three axes; the amount, in degrees, of rotation around any of the three axes; and a non-uniform scaling along the three axes. As an alternative to entering the values directly into these fields, you can modify the values by manipulating the in the Viewport with the Select & Transform state.\n\n rx - ry - rz -\n\n s - - This specifies the amount of movement along any of the three axes; the amount, in degrees, of rotation around any of the three axes; and a non-uniform scaling along the three axes. As an alternative to entering the values directly into these fields, you can modify the values by manipulating the in the Viewport with the Select & Transform state.\n\n sx - sy - sz -\n\n p - - The Pivot point edit fields allow you to define the point about which a scales and rotates. Altering the pivot point of a produces different results depending on the transformation performed on the .\t\nFor example, during a scaling operation, if the pivot point of an is located at -1, -1, 0 and you wanted to scale the by 0.5 (reduce its size by 50%), the would scale toward the pivot point and appear to slide down and to the left.\t\t\t\n\t\t\t\nIn the example above, rotations performed on an with different pivot points produce very different results.\n\n\n px - py - pz -\n\n scale - This field allows you to change the size of an uniformly along the three axes.\t\n Scaling a camera's channels is not generally recommended. However, should you decide to do so, the rendered output will match the Viewport as closely as possible when scales are involved.\n\n\n\n parentxformsrc - - Select what position is used as the transform source for this obejct. Can be one of \"Parent ()\", \"Specify Parent \", or \"World Origin\".\n\n hierarchy - specify - worldorigin -\n\n parentobject - Allows the location of the object to be constrained to any other object whose path is specified in this parameter.\n\n\n\n lookat - Allows you to orient this by naming another 3D you would like it to , or point to. Once you have designated this to look at, it will continue to face that , even if you move it. This is useful if, for instance, you want a camera to follow another 's movements. The parameter points the in question at the other 's origin.\t\n To designate a center of interest for the camera that doesn't appear in your scene, create a Null and disable its display flag. Then Parent the Camera to the newly created Null , and tell the camera to look at this using the parameter. You can direct the attention of the camera by moving the Null with the Select state. If you want to see both the camera and the Null , enable the Null 's display flag, and use the Select state in an additional Viewport by clicking one of the icons in the top-right corner of the TouchDesigner window.\n\n\n\n forwarddir - - Sets which axis and direction is considered the forward direction.\n\n posx - negx - posy - negy - posz - negz -\n\n lookup - - When specifying a , it is possible to specify an up vector for the lookat. Without using an up vector, it is possible to get poor animation when the lookat , for example, passes through the Y axis of the target .\t\n - Use this option if the look at does not pass through the Y axis of the target .\n - This precisely defines the rotates on the doing the looking. The specified should not be parallel to the look at direction. See below.\n - Quaternions are a mathematical representation of a 3D rotation. This method finds the most efficient means of moving from one point to another on a sphere.\n off - on - quat - roll -\n\n pathsop - Names the that functions as the path you want this to move along. For instance, you can name a that provides a path for the camera to follow.\n\n\n\n roll - Using the angle control you can specify a 's rotation as it animates along the path.\n\n\n\n pos - This parameter lets you specify the of the along the path. The values you can enter for this parameter range from 0 to 1, where 0 equals the starting point and 1 equals the end point of the path. The value slider allows for values as high as 10 for multiple \"passes\" along the path.\n\n\n\n pathorient - If this option is selected, the will be oriented along the path. The positive Z axis of the will be pointing down the path.\n\n\n\n up - - When orienting a , the is used to determine where the positive Y axis points.\n\n upx - upy - upz -\n\n bank - The rolls the based on the curvature of the path at its current position. To turn off auto-banking, set the bank scale to 0.\n\n\n\n\n\nThe Pre-Xform parameter page applies a transform to the object component the same way connecting another Object as a parent of this node does. The transform is applied to the left of the Xform page's parameters. In terms of matrix math, if we use the 'multiply on the right' (column vector) convention, the equation would be preXForm * xform * Position.\n\n pxform - Enables the transformation on this page.\n\n\n\n pxord - - Refer to the documentation on Xform page for more information.\n\n srt - str - rst - rts - tsr - trs -\n\n prord - - Refer to the documentation on Xform page for more information.\n\n xyz - xzy - yxz - yzx - zxy - zyx -\n\n pt - - Refer to the documentation on Xform page for more information.\n\n ptx - pty - ptz -\n\n pr - - Refer to the documentation on Xform page for more information.\n\n prx - pry - prz -\n\n ps - - Refer to the documentation on Xform page for more information.\n\n psx - psy - psz -\n\n pp - - Refer to the documentation on Xform page for more information.\n\n ppx - ppy - ppz -\n\n pscale - Refer to the documentation on Xform page for more information.\n\n\n\n preset - This button will reset this page's transform so it has no translate/rotate/scale.\n\n\n\n pcommit - This button will copy the transform from this page to the main Xform page, and reset this page's transform.\n\n\n\n xformmatrixop - This parameter can be used to transform using a 4x4 matrix directly. For information on ways to specify a matrix directly, refer to the Matrix Parameters page. This transform will be applied after the regular Pre-Transform transformation. That is, it'll be applied in the oder XformMatrix * PreXForm * Position.\n\n\n\n\n\nThe parameter page provides the ability to create hardware instances of geometry. Each instance has an instance ID which can be passed into a MAT shader via a uniform value. The instance ID can be retrieved by the Render Pick CHOP. Any code in a vertex shader can customize the instance based on the instance ID. \n's attributes can be individually driven by the data from any type of . When the instance data is supplied by a , the 's RGBA channels are assigned to instance attributes, when data is supplied by a , the 's channels are assigned to instance attributes, when from a then the 's attributes are assigned to instance attributes, and when a is used then a column is assigned to the instances attributes. The mapping of operator data to instance attributes is setup on the parameters below and on the 2 and 3 parameter pages.\n\n instancing - Turns on instancing for the Geometry .\n\n\n\n instancecountmode - - Two modes to determine how many instances will be created.\n\n manual - Use the Num Instances parameter below to set the number of instances. oplength - The number of samples/ rows in the / determines the number of instances.\n\n numinstances - When using the Manual mode for Count, this parameter set the number of instances.\n\n\n\n instanceop - Specify a path to a or used to transform the instances. Number of samples/rows in this or determines the number of instances when using the Length/ Num Rows mode for Count.\n\n\n\n instancefirstrow - - What to do with the first row of a table when using rows for Count.\n\n ignored - The first row is ignored and it's values won't be used as part of an instance. Indices must be used to select the columns to use for instance attributes. names - The first row contains column names which can be used to select which columns to use from the table. values - The first row is considered to contain values for the first instance. Indices must be used to select the columns to use for instance attributes.\n\n instxord - - Controls the order the transform operations will be applied to each instance. Refer to the documentation for the Xform page for more details.\n\n srt - str - rst - rts - tsr - trs -\n\n instrord - - The rotational matrix presented when you click on this option allows you to set the transform order for the 's rotations. As with transform order (above), changing the order in which the 's rotations take place will alter the 's final position.\n\n xyz - xzy - yxz - yzx - zxy - zyx -\n\n instancetop - Select a specific operator to get data from for the Translate instance attributes below. If not specified, the the operator specified in the 'Default ' on the parameter page can be used.\n\n\n\n instanceactive - Select the data channel that will be used to control which instances are rendered. Only instances with a non-zero value in this channel will be rendered; instances with a zero active channel value will be skipped. If no data is assigned to this channel then all instances are rendered. Use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancetx - Select what data to use to translate instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancety - Select what data to use to translate instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancetz - Select what data to use to translate instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancerop - Select a specific operator to get data from for the Rotate instance attributes below. If not specified, the the operator specified in the 'Default ' on the parameter page can be used.\n\n\n\n instancerx - Select what data to use to rotate instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancery - Select what data to use to rotate instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancerz - Select what data to use to rotate instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancesop - Select a specific operator to get data from for the Scale instance attributes below. If not specified, the the operator specified in the 'Default ' on the parameter page can be used.\n\n\n\n instancesx - Select what data to use to scale instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancesy - Select what data to use to scale instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancesz - Select what data to use to scale instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancepop - Select a specific operator to get data from for the Pivot instance attributes below. If not specified, the the operator specified in the 'Default ' on the parameter page can be used.\n\n\n\n instancepx - Select what data to use for the pivot of the instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancepy - Select what data to use for the pivot of the instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancepz - Select what data to use for the pivot of the instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n\n\nWhen the instance data is supplied by a , the 's RGBA channels are assigned to instance attributes; when data is supplied by a , the 's channels are assigned to instance attributes; when from a then the 's attributes are assigned to instance attributes; and when a is used then a column is assigned to the instances attributes.\n\n instancerottoorder - - Controls where in the transform equation the Rotate To Vector operation is applied.\n\n default - The Rotate to Vector operation will be applied before all other transform operations (except the pivot offset), regardless of their order of operation. E.g T * R * S * (RotToVector) * Position , R * S * T * (RotToVector) * Position . prerot - The Rotate To Vector operation will be applied after the main rotation as part of the TRS order. I.e T * (RotToVector * R) * S * Position, (RotToVector * R) * S * T * Position. postrot - The Rotate To Vector operation will be applied before the main rotation as part of the TRS order. I.e T * (R * RotToVector) * S * Position, (R * RotToVector) * S * T * Position.\n\n instancerottoforward - - Determine which axis for the geometry original orientation is considered 'forward'. That is, it'll treat the part of the geometry that is looking down that axis as the front and rotate it so it's aligned with the rotate to vector direction.\n\n posx - negx - posy - negy - posz - negz -\n\n instancerottoop - Select a specific operator to get data from for the Rotate to Vector instance attributes below. If not specified, the the operator specified in the 'Default ' on the parameter page can be used.\n\n\n\n instancerottox - Select what data to use to rotate to vector instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancerottoy - Select what data to use to rotate to vector instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancerottoz - Select what data to use to rotate to vector instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancerotupop - Select a specific operator to get data from for the Rotate Up instance attributes below. If not specified, the the operator specified in the 'Default ' on the parameter page can be used.\n\n\n\n instancerotupx - Select what data to use to rotate up instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancerotupy - Select what data to use to rotate up instances, use the drop-down menu on the right to easily select from the available options\n\n\n\n instancerotupz - Select what data to use to rotate up instances, use the drop-down menu on the right to easily select from the available options\n\n\n\n instanceorder - - Sets how transforms are applied to the instances.\n\n instanceworld - Use the individual instance transforms first, then apply the world transform (i.e. Xform and Pre-Xform parameter pages). worldXform * instanceXForm * Position worldinstance - Use the world transform first, then apply the individual instance transforms. instanceXForm * worldXForm * Position\n\n instancetexmode - - Set how the texture coordinates are applied to the instances.\n\n replace - Replaces texture coordinates. transform - Offsets texture coordinates.\n\n instancetexcoordop - Select a specific operator to get data from for the Texture Coord instance attributes below. If not specified, the the operator specified in the 'Default ' on the parameter page can be used.\n\n\n\n instanceu - Select what data to apply to texture coordinates of the instances, use the drop-down menu on the right to easily select from the available options. This interacts with the first texture layer uv[0] attributes coming from the .\n\n\n\n instancev - Select what data to apply to texture coordinates of the instances, use the drop-down menu on the right to easily select from the available options. This interacts with the first texture layer uv[0] attributes coming from the .\n\n\n\n instancew - Select what data to apply to texture coordinates of the instances, use the drop-down menu on the right to easily select from the available options. This interacts with the first texture layer uv[0] attributes coming from the .\n\n\n\n instancecolormode - - Controls how the instance color values interact with the SOPs 'Cd' (diffuse color) attribute. If the doesn't have a 'Cd' attribute, then it will behave as if its 'Cd' is (1, 1, 1, 1).\n\n replace - multiply - add - subtract -\n\n instancecolorop - Select a specific operator to get data from for the Color instance attributes below. If not specified, the the operator specified in the 'Default ' on the parameter page can be used.\n\n\n\n instancer - Select what data to apply to the diffuse color of the instances, use the drop-down menu on the right to easily select from the available options. These parameters will be combined/replaced with the SOPs 'Cd' attribute, as chosen by the Color Mode parameter.\n\n\n\n instanceg - Select what data to apply to the diffuse color of the instances, use the drop-down menu on the right to easily select from the available options. These parameters will be combined/replaced with the SOPs 'Cd' attribute, as chosen by the Color Mode parameter.\n\n\n\n instanceb - Select what data to apply to the diffuse color of the instances, use the drop-down menu on the right to easily select from the available options. These parameters will be combined/replaced with the SOPs 'Cd' attribute, as chosen by the Color Mode parameter.\n\n\n\n instancea - Select what data to apply to the diffuse color of the instances, use the drop-down menu on the right to easily select from the available options. These parameters will be combined/replaced with the SOPs 'Cd' attribute, as chosen by the Color Mode parameter.\n\n\n\n instancetexs - - Specify the paths one or more containing the textures to use with the instances. Wildcards and pattern matching is supported.\n\n instancetexextendu - - \n\n hold - zero - repeat - mirror -\n\n instancetexextendv - - \n\n hold - zero - repeat - mirror -\n\n instancetexextendw - - \n\n hold - zero - repeat - mirror -\n\n instancetexfilter - - \n\n nearest - linear - mipmaplinear -\n\n instancetexanisotropy - - \n\n off - 2x - 4x - 8x - 16x -\n\n\n\n\nThis feature allows for arbitrary textures to be applied to instances. The textures do not need to be the same resolution, and they don't need to be combined into an grouped format such as a 3D Texture or a 2D Texture array. Multiple TOPs can be specified using the \" Textures\" parameter, and the texture that is applied per-instance is specified using the channel chosen in the \"Texture Index\" parameter. This is different from a 3D Texture or 2D Texture Array, which would use the W texture coordinate to select a texture from within a single texture. By default this texture will be used as the \"Base Color Map\" texture for a PBR MAT, and the Color Map for all other materials such as the Phong MAT. For materials that support more than one map, the map that this this feature replaces can be chosen in the material's parameters. Currently on Windows at most 16384 textures can be used at once, and on macOS at most 128 textures can be used at once. These numbers are reduced by other textures that are used by the render such as other maps, cone light lookup map etc.\n\n instancetexindexop - Select a specific operator to get data from for the Texture Index instance attribute below. If not specified, the the operator specified in the 'Default ' on the parameter page can be used.\n\n\n\n instancetexindex - Select what data to select which texture to use for the instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n\n\nCustom attributes allow arbitrary attributes to be assigned to instances, usable in a GLSL MAT. They can be accessed using TDInstanceCustomAttrib0(), TDInstanceCustomAttrib1() etc. For more information refer to Write a GLSL Material. These attributes will be ignored in other materials such as the PBR MAT.\nBelow you can add more parameters as you require more custom attributes. Different GPUs will have a different number of maximum custom attributes supported.\n\n instance - Sequence of arbitrary attributes to be assigned to instances\n\n\n\n instance0customop - Select a specific operator to get data from for the instance attributes below. If not specified, the the operator specified in the 'Default ' on the parameter page can be used.\n\n\n\n instance0customx - Select what data to use for this instance attribute, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instance0customy - Select what data to use for this instance attribute, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instance0customz - Select what data to use for this instance attribute, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instance0customw - Select what data to use for this instance attribute, use the drop-down menu on the right to easily select from the available options.\n\n\n\n\n\nThe Display parameter page controls the component's material and rendering settings.\n\n material - Selects a MAT to apply to the geometry inside.\n\n\n\n render - Whether the 's geometry is visible in the Render TOP. This parameter works in conjunction (logical AND) with the 's Render Flag.\n\n\n\n drawpriority - Determines the order in which the Components are drawn. Smaller values get drawn after larger values. The value is compared with other Components in the same parent , or if the is the top level one listed in the Render 's '' parameter, then against other top-level Components listed there. This value is most often used to help with Transparency.\n\n\n\n pickpriority - When using a Render Pick CHOP or a Render Pick DAT, there is an option to have a 'Search Area'. If multiple objects are found within the search area, the pick priority can be used to select one object over another. A higher value will get picked over a lower value. This does not affect draw order, or objects that are drawn over each other on the same pixel. Only one will be visible for a pick per pixel.\n\n\n\n wcolor - - Use the R, G, and B fields to set the 's color when displayed in wireframe shading mode.\n\n wcolorr - wcolorg - wcolorb -\n\n lightmask - By default all lights used in the Render TOP will affect geometry renderer. This parameter can be used to specify a sub-set of lights to be used for this particular geometry. The lights must be listed in the Render TOP as well as this parameter to be used.\n\n\n\n\n\nThe parameter page sets the component's python extensions. Please see extensions for more information.\n\n ext - Sequence of info for creating extensions on this component\n\n\n\n ext0object - A number of class instances that can be attached to the component.\n\n\n \n ext0name - Optional name to search by, instead of the instance class name.\n\n\n\n ext0promote - Controls whether or not the extensions are visible directly at the component level, or must be accessed through the .ext member. Example: n.Somefunction vs n.ext.Somefunction\n\n\n\n\n reinitextensions - Recompile all extension objects. Normally extension objects are compiled only when they are referenced and their definitions have changed.\n\n\n\n\n\nThe Common parameter page sets the component's node viewer and clone relationships.\n\n parentshortcut - Specifies a name you can use anywhere inside the component as the path to that component. See Parent Shortcut.\n\n\n\n opshortcut - Specifies a name you can use anywhere at all as the path to that component. See Global OP Shortcut.\n\n\n\n iop - Sequence header for internal operators.\n\n\n\n iop0shortcut - Specifies a name you can use anywhere inside the component as a path to \"Internal \" below. See Internal Operators.\n\n\n\n iop0op - The path to the Internal OP inside this component. See Internal Operators.\n\n\n\n\n nodeview - - Determines what is displayed in the node viewer, also known as the Node Viewer. Some options will not be available depending on the type (Object Component, Panel Component, Misc.)\n\n default - Displays the default viewer for the component type, a 3D Viewer for Object COMPS and a Viewer for Panel COMPs. opviewer - Displays the node viewer from any operator specified in the Operator Viewer parameter below.\n\n opviewer - Select which operator's node viewer to use when the Node View parameter above is set to Operator .\n\n\n\n enablecloning - Control if the OP should be actively cloneing. Turning this off causes this node to stop cloning it's ' Master'.\n\n\n\n enablecloningpulse - Instantaneously clone the contents.\n\n\n\n clone - to a component used as the Master Clone.\n\n\n\n loadondemand - Loads the component into memory only when required. Good to use for components that are not always used in the project.\n\n\n\n enableexternaltox - When on (default), the external file will be loaded when the starts and the contents of the will match that of the external . This can be turned off to avoid loading from the referenced external on startup if desired (the contents of the are instead loaded from the file). Useful if you wish to have a reference an external but not always load from it unless you specifically push the Re-Init Network parameter button.\n\n\n\n enableexternaltoxpulse - This button will re-load from the external file (if present).\n\n\n\n externaltox - to a file on disk which will source the component's contents upon start of a . This allows for components to contain networks that can be updated independently. If the file can not be found, whatever the file was saved with will be loaded.\n\n\n\n reloadcustom - When this checkbox is enabled, the values of the component's Custom Parameters are reloaded when the .tox is reloaded. This only affects top-level parameters on the component, all parameters on nodes inside the component are always reloaded with the .tox.\n\n\n\n reloadbuiltin - When this checkbox is enabled, the values of the component's built-in parameters are reloaded when the .tox is reloaded. This only affects top-level parameters on the component, all parameters on nodes inside the component are always reloaded with the .tox.\n\n\n\n savebackup - When this checkbox is enabled, a backup copy of the component specified by the External parameter is saved in the file. This backup copy will be used if the External can not be found. This may happen if the was renamed, deleted, or the file is running on another computer that is missing component media.\n\n\n\n subcompname - When loading from an External file, this option allows you to reach into the and pull out a and make that the top-level , ignoring everything else in the file (except for the contents of that ). For example if a file named project1 contains project1/geo1, putting geo1 as the Sub- to Load, will result in geo1 being loaded in place of the current . If this parameter is blank, it just loads the file normally using the top level in the file.\n\n\n\n relpath - - Set whether the child file paths within this are relative to the itself or the , or inherit from parent.\n\n inherit - Inherit setting from parent. project - The path, when specified as a relative path, will be relative to the file. externaltox - The path, when specified as a relative path, will be relative to the file. When no external file is specified, or when Enable External is not toggled on, this doesn't have any impact.\n\n\n\nTouchDesigner Build: Latest\\nwikieditorwikieditor2023.112802022.24140before 2022.24140\nCOMPs\n• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • \n\nAn Operator Family that contains its own Network. There are sixteen 3D Object Component and ten 2D Panel Component types. See also Network Path.\n\n\n\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\n(1) The TouchDesigner window is made of a menu bar at the top, a Timeline at the bottom, plus one of a choice of Layouts in the middle. A Layout is made on one or more Panes, each Pane can contain a Network Editor, Viewer, Panel, etc. See Pane and Bookmark. (2) Nodes in a network are arranged using Layout commands in the RMB menu.\n\n\n\nAn Operator Family that manipulates text strings: multi-line text or tables. Multi-line text is often a python Script or GLSL Shader, but can be any multi-line text. Tables are rows and columns of cells, each containing a text string.\n\n\n\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\nOP Snippets is a set of 700+ live examples of TouchDesigner operators. You can access snippets via the Help menu, or by right-clicking on network operators, or r-clicking on OP Create dialog items.\n\n\n\nUnicode text is fully supported in TouchDesigner. Unicode can be typed into parameters, DATs, Python scripts etc. Unicode encoded text files can be loaded into DATs. File paths can include any unicode character that is legal for a file path.\n\n\n\nA Link. The grey dashed lines between nodes is a Reference or Link that indicates one operator is getting data from another operator from any Operator Family.\n\n\nThe grey dashed lines between nodes is a Reference (or Link). A Reference is (1) a Parameter Reference, a parameter in an OP that is a name or path to another operator, (2) a Node Reference, an expression in a parameter or DAT script that contains the name or path of another operator, (3) a DAT Cell Reference or (4) a CHOP Channel Reference.\n\n\nA Link or Reference is a dashed line between nodes that represent other data flowing between nodes. Examples are CHOP Exports, node Paths in parameters, and expressions in parameters referencing CHOP channels, DAT tables and other nodes. In contrast is a Wire that connects nodes in the same Operator Family.\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\nA set of commands located in a Text DAT that are triggered to run under certain conditions. There are two scripting languages in TouchDesigner: Python and the original Tscript. Scripts and single-line commands can also be run in the Textport.\n\n\n\nAn Operator Family that contains its own Network. There are sixteen 3D Object Component and ten 2D Panel Component types. See also Network Path.\n\n\n\nHierarchy relates components with other components. There are two groups of Hierarchy in TouchDesigner. 3D Object Components, and 2D Panel Components. Hierarchies let one component to be positioned relative to another. Each group can be connected via lines between the bottoms/tops of nodes in a network, or by placing one component inside the other.\n\n\n\nThe sub-Family of Component types that are used to define and render 3D scenes. A Geometry Component is an Object that contains the 3D shapes to render. A Camera COMP and Light COMP are other Object types. Separately, \"Objects\" also refers to Python objects.\n\n\n\nThe location of an operator within the TouchDesigner environment, for example, /geo1/circle1, a node called circle1 in a component called geo1. The path / is called Root. This path is displayed at the top of every Pane, showing which Component's network you are currently in. To refer instead to a filesystem folder, directory, disk file or http: address, see Folder.\n\n\n\n(1) A Geometry Component can instance and render its SOP geometry many times: once for each sample in a CHOP, row of a DAT table, pixel in a TOP, or point of a SOP, (2) An instance is an OP that doesn't actually have its own data, but rather just refers to an OP (or has an input) whose data it uses. This includes Null OPs, Switch OPs and in some cases Select OPs.\n\n\n\nAny of the procedural data operators. OPs do all the work in TouchDesigner. They \"cook\" and output data to other OPs, which ultimately result in new images, data and audio being generated. See Node.\n\n\n\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\nOperators that need 1 or more inputs are called Filters in TouchDesigner, like a Math CHOP. See Generator.\n\n\n\nThe 3D data held in SOPs and passed for rendering by the Geometry COMP.\n\n\n\nAny component can be extended with its own Python classes which contain python functions and data.\n\n\n\nA Parent Shortcut is a parameter on a component that contains a name that you can use anywhere inside the component to refer to that component using the syntax parent.Name, for example parent.Effect.width to obtain panel width.\n\n\n\nA name for a component that is accessible from any node in a project, which can be declared in a component's Global Operator Shortcut parameter.\n\n\n\nOperator shortcuts are Python objects that return operators (or sometimes parameters). These include Parent Shortcuts for accessing a component from within that component, and Global OP Shortcuts that access a unique component from anywhere in TouchDesigner.\n\n\n\nThe viewer of a node can be (1) the interior of a node (the Node Viewer), (2) a floating window (RMB->View... on node), or (3) a Pane that graphically shows the results of an operator.\n\n\n\nA custom interactive control panel built within TouchDesigner. Panels are created using Panel Components.\n\n\n\nCloning makes multiple components match the contents of a master component. A Component whose Clone parameter is set will be forced to contain the same nodes, wiring and parameters as its master component. Cloning does not create new components as does the Replicator COMP.\n\n\n\nTo \"pulse\" a parameter is to send it a signal from (1) an exported CHOP channel or (2) a python command or (3) a mouse click that causes a new action to occur immediately. A pulse via python is via the .pulse() function on a pulse-type parameter, such as Reset parameter in a Speed CHOP. A pulse from a CHOP is typically a 0 to 1 to 0 signal in an exported channel.\n\n\n\nTouchDesigner Component file, the file type used to save a Component of your TouchDesigner project.\n\n\n\nTOuch Environment file, the file type used by TouchDesigner to save your entire project.\n\n\n\nThere are 2 kinds of parenting. The \"parent component\" is the component in which a node resides. The metaphor is extended to include grand parents, grand-grand parents, etc. The root / is the ultimate parent to all nodes. See also 3D Parenting and panel Parenting.\n\n\n\n\n\n\n\n\nRetrieved from \"https://docs.derivative.ca/index.php?title=Geo_Text_COMP&oldid=30690\"",
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"description": "specdat - In this mode, the Text parameter is ignored and data is taken from a table given in the Specification parameter. Each row of the is a separate line of text, which can have different transforms, alignment, color, word wrap settings applied to them. The column headers should match the parameter name which the column is overriding. If a column entry for a particular row is left empty, then the value of the parameter is used instead. This allows a default value to be used for all rows, but allowing select rows to have different settings as needed. Transforms are not overridden, any transform that is given is applied as a pre-transform before the other transforms given by the parameters. Valid columns are currently: text, tx, ty, tz, rx, ry, rz, sx, sy, sz, px, py, pz, ltx, lty, ltz, lrx, lry, lrz, lsx, lsy, lsz, lpx, lpy, lpz, fontcolorr, fontcolorg, fontcolorb, fontalpha, allignx, aligny, alignymode, fontsize, tracking, skew, horzstretch, linespacing, wordwrap, layoutsizew, layoutsizeh, layoutanchoru, layoutanchorv, textpaddingl, textpaddingr, textpaddingb, textpaddingt, render, append, localxform.",
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"isReadOnly": false,
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"isAnimatable": true,
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"lastUpdated": "2025-08-07T07:50:01.446Z",
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"id": null,
"name": "Specification CHOP",
"label": "Specification CHOP",
"group": "General",
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"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
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"description": "specchop - Allows use of data to set parameters of text blocks defined in the Specification . Each sample of the corresponds to the data rows in the Specification . Only numerical data such as tx, ty, rz, fontcolorr, etc can be provided by the .",
"tooltip": "",
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"lastUpdated": "2025-08-07T07:50:01.446Z",
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},
{
"id": null,
"name": "Formatting Codes",
"label": "Formatting Codes",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
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"arraySize": 1,
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"description": "formatcodes - Enables the use of formatting codes in the text. For example, the code {#color(255, 0, 0);} will turn all text afterwards on that line red. See Text Formatting Codes for all available codes.",
"tooltip": "",
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"isHidden": false,
"isAnimatable": true,
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"lastUpdated": "2025-08-07T07:50:01.446Z",
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{
"id": null,
"name": "Smart Punctuation",
"label": "Smart Punctuation",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
"maxValue": null,
"step": null,
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"allowCustom": false,
"maxLength": null,
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"isArray": false,
"arraySize": 1,
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"description": "smartpunct - Enables the use of smart punctuation. For example, pairs of quotes will be replaced with appropriate angled quotes, 3 periods will be replaced with an ellipses character and two hypens will become an em-dash.",
"tooltip": "",
"help": "",
"units": "",
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"isReadOnly": false,
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"lastUpdated": "2025-08-07T07:50:01.446Z",
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},
{
"id": null,
"name": "Word Wrap",
"label": "Word Wrap",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
"maxValue": null,
"step": null,
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"allowCustom": false,
"maxLength": null,
"pattern": null,
"isArray": false,
"arraySize": 1,
"dimensions": 1,
"description": "wordwrap - Wrap lines of text if they go beyond the width of the layout box.",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
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"order": 0,
"isVisible": true,
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"lastUpdated": "2025-08-07T07:50:01.446Z",
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},
{
"id": null,
"name": "Font",
"label": "Font",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
"maxValue": null,
"step": null,
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"description": "font - - Select the font to be used from the dropdown menu. Available fonts are those that have been registered with the operating system. There may be a delay when selecting fonts that have not been used before as the system creates the necessary intermediate files required for rendering.\n\n Arial - Adobe Devanagari - Arial Black - BIZ UDGothic - BIZ UDMincho Medium - BIZ UDPGothic - BIZ UDPMincho Medium - Bahnschrift - Bahnschrift Condensed - Bahnschrift Light - Bahnschrift Light Condensed - Bahnschrift Light SemiCondensed - Bahnschrift SemiBold - Bahnschrift SemiBold Condensed - Bahnschrift SemiBold SemiCondensed - Bahnschrift SemiCondensed - Bahnschrift SemiLight - Bahnschrift SemiLight Condensed - Bahnschrift SemiLight SemiCondensed - Book Antiqua - Bookshelf Symbol 7 - Calibri - Calibri Light - Cambria - Cambria Math - Candara - Candara Light - Century - Century Gothic - Comic Sans MS - Consolas - Constantia - Corbel - Corbel Light - Courier New - Ebrima - Franklin Gothic Medium - Gabriola - Gadugi - Georgia - Graphium - HoloLens MDL2 Assets - Impact - Ink Free - Javanese Text - Leelawadee UI - Leelawadee UI Semilight - Lucida Console - Lucida Sans - MS Gothic - MS Mincho - MS Outlook - MS PGothic - MS PMincho - MS Sans Serif - MS Specialty - MS UI Gothic - MT Extra - MV Boli - Malgun Gothic - Malgun Gothic Semilight - Marlett - Design Icons - Design Icons Desktop - Meiryo - Meiryo UI - Microsoft Himalaya - Microsoft JhengHei - Microsoft JhengHei Light - Microsoft JhengHei UI - Microsoft JhengHei UI Light - Microsoft New Tai Lue - Microsoft PhagsPa - Microsoft Sans Serif - Microsoft Tai Le - Microsoft YaHei - Microsoft YaHei Light - Microsoft YaHei UI - Microsoft YaHei UI Light - Microsoft Yi Baiti - MingLiU-ExtB - MingLiU_HKSCS-ExtB - Mongolian Baiti - Myanmar Text - NSimSun - Nirmala UI - Nirmala UI Semilight - Noto Sans CJK JP - Open Sans - Open Sans Light - Open Sans SemiBold - PMingLiU-ExtB - PT Mono - Palatino Linotype - Roboto - Roboto Black - Roboto Condensed - Roboto Medium - Segoe MDL2 Assets - Segoe Print - Segoe - Segoe UI - Segoe UI Black - Segoe UI Emoji - Segoe UI Historic - Segoe UI Light - Segoe UI Semibold - Segoe UI Semilight - Segoe UI Symbol - SimSun - SimSun-ExtB - Sitka Banner - Sitka Display - Sitka Heading - Sitka Small - Sitka Subheading - Sitka Text - Sylfaen - Symbol - TSTAR TW PRO - Tahoma - Times New Roman - Trebuchet MS - UD Digi Kyokasho N-B - UD Digi Kyokasho N-R - UD Digi Kyokasho NK-B - UD Digi Kyokasho NK-R - UD Digi Kyokasho NP-B - UD Digi Kyokasho NP-R - Verdana - Webdings - Wingdings - Wingdings 2 - Wingdings 3 - Yu Gothic - Yu Gothic Light - Yu Gothic Medium - Yu Gothic UI - Yu Gothic UI Light - Yu Gothic UI Semibold - Yu Gothic UI Semilight - Yu Mincho - Yu Mincho Demibold - Yu Mincho Light -",
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"help": "",
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"order": 0,
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"lastUpdated": "2025-08-07T07:50:01.447Z",
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"id": null,
"name": "Arial",
"label": "Arial",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
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"description": "Arial - Adobe Devanagari - Arial Black - BIZ UDGothic - BIZ UDMincho Medium - BIZ UDPGothic - BIZ UDPMincho Medium - Bahnschrift - Bahnschrift Condensed - Bahnschrift Light - Bahnschrift Light Condensed - Bahnschrift Light SemiCondensed - Bahnschrift SemiBold - Bahnschrift SemiBold Condensed - Bahnschrift SemiBold SemiCondensed - Bahnschrift SemiCondensed - Bahnschrift SemiLight - Bahnschrift SemiLight Condensed - Bahnschrift SemiLight SemiCondensed - Book Antiqua - Bookshelf Symbol 7 - Calibri - Calibri Light - Cambria - Cambria Math - Candara - Candara Light - Century - Century Gothic - Comic Sans MS - Consolas - Constantia - Corbel - Corbel Light - Courier New - Ebrima - Franklin Gothic Medium - Gabriola - Gadugi - Georgia - Graphium - HoloLens MDL2 Assets - Impact - Ink Free - Javanese Text - Leelawadee UI - Leelawadee UI Semilight - Lucida Console - Lucida Sans - MS Gothic - MS Mincho - MS Outlook - MS PGothic - MS PMincho - MS Sans Serif - MS Specialty - MS UI Gothic - MT Extra - MV Boli - Malgun Gothic - Malgun Gothic Semilight - Marlett - Design Icons - Design Icons Desktop - Meiryo - Meiryo UI - Microsoft Himalaya - Microsoft JhengHei - Microsoft JhengHei Light - Microsoft JhengHei UI - Microsoft JhengHei UI Light - Microsoft New Tai Lue - Microsoft PhagsPa - Microsoft Sans Serif - Microsoft Tai Le - Microsoft YaHei - Microsoft YaHei Light - Microsoft YaHei UI - Microsoft YaHei UI Light - Microsoft Yi Baiti - MingLiU-ExtB - MingLiU_HKSCS-ExtB - Mongolian Baiti - Myanmar Text - NSimSun - Nirmala UI - Nirmala UI Semilight - Noto Sans CJK JP - Open Sans - Open Sans Light - Open Sans SemiBold - PMingLiU-ExtB - PT Mono - Palatino Linotype - Roboto - Roboto Black - Roboto Condensed - Roboto Medium - Segoe MDL2 Assets - Segoe Print - Segoe - Segoe UI - Segoe UI Black - Segoe UI Emoji - Segoe UI Historic - Segoe UI Light - Segoe UI Semibold - Segoe UI Semilight - Segoe UI Symbol - SimSun - SimSun-ExtB - Sitka Banner - Sitka Display - Sitka Heading - Sitka Small - Sitka Subheading - Sitka Text - Sylfaen - Symbol - TSTAR TW PRO - Tahoma - Times New Roman - Trebuchet MS - UD Digi Kyokasho N-B - UD Digi Kyokasho N-R - UD Digi Kyokasho NK-B - UD Digi Kyokasho NK-R - UD Digi Kyokasho NP-B - UD Digi Kyokasho NP-R - Verdana - Webdings - Wingdings - Wingdings 2 - Wingdings 3 - Yu Gothic - Yu Gothic Light - Yu Gothic Medium - Yu Gothic UI - Yu Gothic UI Light - Yu Gothic UI Semibold - Yu Gothic UI Semilight - Yu Mincho - Yu Mincho Demibold - Yu Mincho Light -",
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"help": "",
"units": "",
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"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
"isExpression": false,
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"order": 0,
"isVisible": true,
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"lastUpdated": "2025-08-07T07:50:01.448Z",
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},
{
"id": null,
"name": "Font File",
"label": "Font File",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
"maxValue": null,
"step": null,
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"maxLength": null,
"pattern": null,
"isArray": false,
"arraySize": 1,
"dimensions": 1,
"description": "fontfile - Specify a font file to be used for rendering the text. This option can be used for fonts that are not registered with the operating system and do not appear in the drop down menu.",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
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"order": 0,
"isVisible": true,
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"lastUpdated": "2025-08-07T07:50:01.448Z",
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},
{
"id": null,
"name": "Bold",
"label": "Bold",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
"maxValue": null,
"step": null,
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"allowCustom": false,
"maxLength": null,
"pattern": null,
"isArray": false,
"arraySize": 1,
"dimensions": 1,
"description": "bold - Display the text in bold.",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
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"order": 0,
"isVisible": true,
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"lastUpdated": "2025-08-07T07:50:01.448Z",
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},
{
"id": null,
"name": "Italic",
"label": "Italic",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
"maxValue": null,
"step": null,
"menuItems": [],
"menuLabels": [],
"allowCustom": false,
"maxLength": null,
"pattern": null,
"isArray": false,
"arraySize": 1,
"dimensions": 1,
"description": "italic - Display the text in italics.",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
"isExpression": false,
"isPython": false,
"dependsOn": [],
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"order": 0,
"isVisible": true,
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"isValid": true,
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"lastUpdated": "2025-08-07T07:50:01.448Z",
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},
{
"id": null,
"name": "Font Size",
"label": "Font Size",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
"maxValue": null,
"step": null,
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"menuLabels": [],
"allowCustom": false,
"maxLength": null,
"pattern": null,
"isArray": false,
"arraySize": 1,
"dimensions": 1,
"description": "fontsize - The font size. This is in the same units as the geometry space. So it's arbitrary based on the size of your scene.",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
"isExpression": false,
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"order": 0,
"isVisible": true,
"conditionalDisplay": null,
"isValid": true,
"validationErrors": [],
"lastUpdated": "2025-08-07T07:50:01.448Z",
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},
{
"id": null,
"name": "Tracking",
"label": "Tracking",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
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"step": null,
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"allowCustom": false,
"maxLength": null,
"pattern": null,
"isArray": false,
"arraySize": 1,
"dimensions": 1,
"description": "tracking - Sets the horizontal spacing between characters, where 0 is default spacing, > 0 is increased spacing and < 0 is decreased spacing.",
"tooltip": "",
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"examples": [],
"isReadOnly": false,
"isAdvanced": false,
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{
"id": null,
"name": "Skew",
"label": "Skew",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
"maxValue": null,
"step": null,
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"allowCustom": false,
"maxLength": null,
"pattern": null,
"isArray": false,
"arraySize": 1,
"dimensions": 1,
"description": "skew - Tilts the top of the characters forwards or backwards relative to the baseline.",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
"isExpression": false,
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"order": 0,
"isVisible": true,
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"lastUpdated": "2025-08-07T07:50:01.448Z",
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},
{
"id": null,
"name": "Horz Stretch",
"label": "Horz Stretch",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
"maxValue": null,
"step": null,
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"allowCustom": false,
"maxLength": null,
"pattern": null,
"isArray": false,
"arraySize": 1,
"dimensions": 1,
"description": "horzstretch - Horizontally stretch the characters relative to their current alignment.",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
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"order": 0,
"isVisible": true,
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"lastUpdated": "2025-08-07T07:50:01.448Z",
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},
{
"id": null,
"name": "Line Spacing",
"label": "Line Spacing",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
"maxValue": null,
"step": null,
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"allowCustom": false,
"maxLength": null,
"pattern": null,
"isArray": false,
"arraySize": 1,
"dimensions": 1,
"description": "linespacing - Adjust spacing between lines. The value is a multiplier of the default spacing defined by the font.",
"tooltip": "",
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"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
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"lastUpdated": "2025-08-07T07:50:01.448Z",
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},
{
"id": null,
"name": "Font Color",
"label": "Font Color",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
"maxValue": null,
"step": null,
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"allowCustom": false,
"maxLength": null,
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"isArray": false,
"arraySize": 1,
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"description": "fontcolor - - The color for the font.\n\n fontcolorr - fontcolorg - fontcolorb - fontcolorg - fontcolorb -",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
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{
"id": null,
"name": "Font Color",
"label": "Font Color",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
"maxValue": null,
"step": null,
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"maxLength": null,
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"isArray": false,
"arraySize": 1,
"dimensions": 1,
"description": "fontcolorr - fontcolorg - fontcolorb - fontcolorg - fontcolorb -",
"tooltip": "",
"help": "",
"units": "",
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"description": "layoutanchoru - Along with the Box Anchor V, this allows shifting the layout box from it's current position left/down. It also controls how rotations will pivot around the layout box, so a 0.5, 0.5 anchor will cause rotations to move about the center of the layout box.",
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"description": "layoutsize - - Text is aligned and word-wrapped within a virtual layout box. This box is what is transformed by the various transform parameters, and then the text is aligned and laid out within that. The width and height units are the same units as the font size.\n\n layoutsizew - layoutsizeh -",
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"description": "alignx - - Controls the horizontal alignment of the text.\n\n left - center - right -",
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"description": "aligny - - Controls the vertical alignment of the text.\n\n top - center - bottom -",
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"description": "alignymode - - Controls how the alignment is calculated for vertical alignment.\n\n metrics - Uses the font defined layout information, ascender size, descender size etc. to layout the box. This provides consistent alignment regardless of the text contents. bbox - The alignment will be based on the bounding box of the current text string. This can cause the string to move up/down as the text changes. Useful to perfectly align static text that would otherwise be offset due to the character size and standard layout not resulting in the text being perfectly centered.",
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"description": "metrics - Uses the font defined layout information, ascender size, descender size etc. to layout the box. This provides consistent alignment regardless of the text contents. bbox - The alignment will be based on the bounding box of the current text string. This can cause the string to move up/down as the text changes. Useful to perfectly align static text that would otherwise be offset due to the character size and standard layout not resulting in the text being perfectly centered.",
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"description": "textpadding - - Extra padding to add to the sides of the layout box, pushing the text inwards for alignment.\n\n textpaddingl - Padding on the left. textpaddingr - Padding on the right. textpaddingb - Padding on the bottom. textpaddingt - Padding on the top.",
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"description": "textpaddingl - Padding on the left. textpaddingr - Padding on the right. textpaddingb - Padding on the bottom. textpaddingt - Padding on the top.",
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"description": "xord - - This allows you to specify the order in which the changes to your will take place. Changing the Transform Order will change where things go much the same way as going a block and turning east gets you to a different place than turning east and then going a block. In matrix math terms, if we use the 'multiply vector on the right' (column vector) convention, a transform order of Scale, Rotate, Translate would be written as T * R * S * Position.\n\n srt - str - rst - rts - tsr - trs -",
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"description": "rord - - This allows you to set the transform order for the 's rotations. As with transform order (above), changing the order in which the 's rotations take place will alter the 's final position.\tA Rotation order of Rx Ry Rz would create the final rotation matrix as follows R = Rz * Ry * Rx\n\n xyz - R = Rz * Ry * Rx xzy - R = Ry * Rz * Rx yxz - R = Rz * Rx * Ry yzx - R = Rx * Rz * Ry zxy - R = Ry * Rx * Rz zyx - R = Rx * Ry * Rz",
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"description": "xyz - R = Rz * Ry * Rx xzy - R = Ry * Rz * Rx yxz - R = Rz * Rx * Ry yzx - R = Rx * Rz * Ry zxy - R = Ry * Rx * Rz zyx - R = Rx * Ry * Rz",
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"description": "p - - The Pivot point edit fields allow you to define the point about which a scales and rotates. Altering the pivot point of a produces different results depending on the transformation performed on the .\t\nFor example, during a scaling operation, if the pivot point of an is located at -1, -1, 0 and you wanted to scale the by 0.5 (reduce its size by 50%), the would scale toward the pivot point and appear to slide down and to the left.\t\t\t\n\t\t\t\nIn the example above, rotations performed on an with different pivot points produce very different results.\n\n\n px - py - pz -",
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"description": "scale - This field allows you to change the size of an uniformly along the three axes.\t\n Scaling a camera's channels is not generally recommended. However, should you decide to do so, the rendered output will match the Viewport as closely as possible when scales are involved.",
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"description": "parentxformsrc - - Select what position is used as the transform source for this obejct. Can be one of \"Parent ()\", \"Specify Parent \", or \"World Origin\".\n\n hierarchy - specify - worldorigin -",
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"description": "lookat - Allows you to orient this by naming another 3D you would like it to , or point to. Once you have designated this to look at, it will continue to face that , even if you move it. This is useful if, for instance, you want a camera to follow another 's movements. The parameter points the in question at the other 's origin.\t\n To designate a center of interest for the camera that doesn't appear in your scene, create a Null and disable its display flag. Then Parent the Camera to the newly created Null , and tell the camera to look at this using the parameter. You can direct the attention of the camera by moving the Null with the Select state. If you want to see both the camera and the Null , enable the Null 's display flag, and use the Select state in an additional Viewport by clicking one of the icons in the top-right corner of the TouchDesigner window.",
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"description": "roll - Using the angle control you can specify a 's rotation as it animates along the path.",
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"description": "xformmatrixop - This parameter can be used to transform using a 4x4 matrix directly. For information on ways to specify a matrix directly, refer to the Matrix Parameters page. This transform will be applied after the regular Pre-Transform transformation. That is, it'll be applied in the oder XformMatrix * PreXForm * Position.",
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"name": "Instancing",
"label": "Instancing",
"group": "General",
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"type": "float",
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"description": "instancing - Turns on instancing for the Geometry .",
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"id": null,
"name": "Instance Count Mode",
"label": "Instance Count Mode",
"group": "General",
"page": "",
"type": "float",
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"description": "instancecountmode - - Two modes to determine how many instances will be created.\n\n manual - Use the Num Instances parameter below to set the number of instances. oplength - The number of samples/ rows in the / determines the number of instances.",
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"description": "manual - Use the Num Instances parameter below to set the number of instances. oplength - The number of samples/ rows in the / determines the number of instances.",
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"name": "Num Instances",
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"description": "numinstances - When using the Manual mode for Count, this parameter set the number of instances.",
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"name": "Default Instance OP",
"label": "Default Instance OP",
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"description": "instanceop - Specify a path to a or used to transform the instances. Number of samples/rows in this or determines the number of instances when using the Length/ Num Rows mode for Count.",
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"isReadOnly": false,
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"name": "First Row is",
"label": "First Row is",
"group": "General",
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"type": "float",
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"description": "instancefirstrow - - What to do with the first row of a table when using rows for Count.\n\n ignored - The first row is ignored and it's values won't be used as part of an instance. Indices must be used to select the columns to use for instance attributes. names - The first row contains column names which can be used to select which columns to use from the table. values - The first row is considered to contain values for the first instance. Indices must be used to select the columns to use for instance attributes.",
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"name": "Ignored",
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"description": "ignored - The first row is ignored and it's values won't be used as part of an instance. Indices must be used to select the columns to use for instance attributes. names - The first row contains column names which can be used to select which columns to use from the table. values - The first row is considered to contain values for the first instance. Indices must be used to select the columns to use for instance attributes.",
"tooltip": "",
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"id": null,
"name": "Transform Order",
"label": "Transform Order",
"group": "General",
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"description": "instxord - - Controls the order the transform operations will be applied to each instance. Refer to the documentation for the Xform page for more details.\n\n srt - str - rst - rts - tsr - trs -",
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{
"id": null,
"name": "Scale Rotate Translate",
"label": "Scale Rotate Translate",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
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"description": "srt - str - rst - rts - tsr - trs -",
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"id": null,
"name": "Rotate Order",
"label": "Rotate Order",
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"description": "instrord - - The rotational matrix presented when you click on this option allows you to set the transform order for the 's rotations. As with transform order (above), changing the order in which the 's rotations take place will alter the 's final position.\n\n xyz - xzy - yxz - yzx - zxy - zyx -",
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"id": null,
"name": "Rx Ry Rz",
"label": "Rx Ry Rz",
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"description": "xyz - xzy - yxz - yzx - zxy - zyx -",
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"description": "instancetop - Select a specific operator to get data from for the Translate instance attributes below. If not specified, the the operator specified in the 'Default ' on the parameter page can be used.",
"tooltip": "",
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"isReadOnly": false,
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"name": "Active",
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"description": "instanceactive - Select the data channel that will be used to control which instances are rendered. Only instances with a non-zero value in this channel will be rendered; instances with a zero active channel value will be skipped. If no data is assigned to this channel then all instances are rendered. Use the drop-down menu on the right to easily select from the available options.",
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"id": null,
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"description": "instancerop - Select a specific operator to get data from for the Rotate instance attributes below. If not specified, the the operator specified in the 'Default ' on the parameter page can be used.",
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"description": "default - The Rotate to Vector operation will be applied before all other transform operations (except the pivot offset), regardless of their order of operation. E.g T * R * S * (RotToVector) * Position , R * S * T * (RotToVector) * Position . prerot - The Rotate To Vector operation will be applied after the main rotation as part of the TRS order. I.e T * (RotToVector * R) * S * Position, (RotToVector * R) * S * T * Position. postrot - The Rotate To Vector operation will be applied before the main rotation as part of the TRS order. I.e T * (R * RotToVector) * S * Position, (R * RotToVector) * S * T * Position.",
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"description": "instancerottoforward - - Determine which axis for the geometry original orientation is considered 'forward'. That is, it'll treat the part of the geometry that is looking down that axis as the front and rotate it so it's aligned with the rotate to vector direction.\n\n posx - negx - posy - negy - posz - negz -",
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"description": "instancerotupz - Select what data to use to rotate up instances, use the drop-down menu on the right to easily select from the available options",
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"description": "instanceorder - - Sets how transforms are applied to the instances.\n\n instanceworld - Use the individual instance transforms first, then apply the world transform (i.e. Xform and Pre-Xform parameter pages). worldXform * instanceXForm * Position worldinstance - Use the world transform first, then apply the individual instance transforms. instanceXForm * worldXForm * Position",
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"description": "instancetexmode - - Set how the texture coordinates are applied to the instances.\n\n replace - Replaces texture coordinates. transform - Offsets texture coordinates.",
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"description": "instanceu - Select what data to apply to texture coordinates of the instances, use the drop-down menu on the right to easily select from the available options. This interacts with the first texture layer uv[0] attributes coming from the .",
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"description": "instancecolormode - - Controls how the instance color values interact with the SOPs 'Cd' (diffuse color) attribute. If the doesn't have a 'Cd' attribute, then it will behave as if its 'Cd' is (1, 1, 1, 1).\n\n replace - multiply - add - subtract -",
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"description": "instancecolorop - Select a specific operator to get data from for the Color instance attributes below. If not specified, the the operator specified in the 'Default ' on the parameter page can be used.",
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"description": "instancer - Select what data to apply to the diffuse color of the instances, use the drop-down menu on the right to easily select from the available options. These parameters will be combined/replaced with the SOPs 'Cd' attribute, as chosen by the Color Mode parameter.",
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"description": "instancetexs - - Specify the paths one or more containing the textures to use with the instances. Wildcards and pattern matching is supported.\n\n instancetexextendu - - \n\n hold - zero - repeat - mirror -\n\n instancetexextendv - - \n\n hold - zero - repeat - mirror -\n\n instancetexextendw - - \n\n hold - zero - repeat - mirror -\n\n instancetexfilter - - \n\n nearest - linear - mipmaplinear -\n\n instancetexanisotropy - - \n\n off - 2x - 4x - 8x - 16x -",
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"commonExpressions": [],
"order": 0,
"isVisible": true,
"conditionalDisplay": null,
"isValid": true,
"validationErrors": [],
"lastUpdated": "2025-08-07T07:50:01.457Z",
"rawData": {},
"sourceElement": null
},
{
"id": null,
"name": "Red",
"label": "Red",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
"maxValue": null,
"step": null,
"menuItems": [],
"menuLabels": [],
"allowCustom": false,
"maxLength": null,
"pattern": null,
"isArray": false,
"arraySize": 1,
"dimensions": 1,
"description": "wcolorr - wcolorg - wcolorb -",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
"isExpression": false,
"isPython": false,
"dependsOn": [],
"affects": [],
"linkedTo": [],
"expressionLanguage": "",
"defaultExpression": "",
"commonExpressions": [],
"order": 0,
"isVisible": true,
"conditionalDisplay": null,
"isValid": true,
"validationErrors": [],
"lastUpdated": "2025-08-07T07:50:01.457Z",
"rawData": {},
"sourceElement": null
},
{
"id": null,
"name": "Light Mask",
"label": "Light Mask",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
"maxValue": null,
"step": null,
"menuItems": [],
"menuLabels": [],
"allowCustom": false,
"maxLength": null,
"pattern": null,
"isArray": false,
"arraySize": 1,
"dimensions": 1,
"description": "lightmask - By default all lights used in the Render TOP will affect geometry renderer. This parameter can be used to specify a sub-set of lights to be used for this particular geometry. The lights must be listed in the Render TOP as well as this parameter to be used.",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
"isExpression": false,
"isPython": false,
"dependsOn": [],
"affects": [],
"linkedTo": [],
"expressionLanguage": "",
"defaultExpression": "",
"commonExpressions": [],
"order": 0,
"isVisible": true,
"conditionalDisplay": null,
"isValid": true,
"validationErrors": [],
"lastUpdated": "2025-08-07T07:50:01.457Z",
"rawData": {},
"sourceElement": null
},
{
"id": null,
"name": "Extension",
"label": "Extension",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
"maxValue": null,
"step": null,
"menuItems": [],
"menuLabels": [],
"allowCustom": false,
"maxLength": null,
"pattern": null,
"isArray": false,
"arraySize": 1,
"dimensions": 1,
"description": "ext - Sequence of info for creating extensions on this component\n\n\n\n ext0object - A number of class instances that can be attached to the component.\n\n\n \n ext0name - Optional name to search by, instead of the instance class name.\n\n\n\n ext0promote - Controls whether or not the extensions are visible directly at the component level, or must be accessed through the .ext member. Example: n.Somefunction vs n.ext.Somefunction",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
"isExpression": false,
"isPython": false,
"dependsOn": [],
"affects": [],
"linkedTo": [],
"expressionLanguage": "",
"defaultExpression": "",
"commonExpressions": [],
"order": 0,
"isVisible": true,
"conditionalDisplay": null,
"isValid": true,
"validationErrors": [],
"lastUpdated": "2025-08-07T07:50:01.457Z",
"rawData": {},
"sourceElement": null
},
{
"id": null,
"name": "Object",
"label": "Object",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
"maxValue": null,
"step": null,
"menuItems": [],
"menuLabels": [],
"allowCustom": false,
"maxLength": null,
"pattern": null,
"isArray": false,
"arraySize": 1,
"dimensions": 1,
"description": "ext0object - A number of class instances that can be attached to the component.",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
"isExpression": false,
"isPython": false,
"dependsOn": [],
"affects": [],
"linkedTo": [],
"expressionLanguage": "",
"defaultExpression": "",
"commonExpressions": [],
"order": 0,
"isVisible": true,
"conditionalDisplay": null,
"isValid": true,
"validationErrors": [],
"lastUpdated": "2025-08-07T07:50:01.457Z",
"rawData": {},
"sourceElement": null
},
{
"id": null,
"name": "Name",
"label": "Name",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
"maxValue": null,
"step": null,
"menuItems": [],
"menuLabels": [],
"allowCustom": false,
"maxLength": null,
"pattern": null,
"isArray": false,
"arraySize": 1,
"dimensions": 1,
"description": "ext0name - Optional name to search by, instead of the instance class name.",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
"isExpression": false,
"isPython": false,
"dependsOn": [],
"affects": [],
"linkedTo": [],
"expressionLanguage": "",
"defaultExpression": "",
"commonExpressions": [],
"order": 0,
"isVisible": true,
"conditionalDisplay": null,
"isValid": true,
"validationErrors": [],
"lastUpdated": "2025-08-07T07:50:01.457Z",
"rawData": {},
"sourceElement": null
},
{
"id": null,
"name": "Promote",
"label": "Promote",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
"maxValue": null,
"step": null,
"menuItems": [],
"menuLabels": [],
"allowCustom": false,
"maxLength": null,
"pattern": null,
"isArray": false,
"arraySize": 1,
"dimensions": 1,
"description": "ext0promote - Controls whether or not the extensions are visible directly at the component level, or must be accessed through the .ext member. Example: n.Somefunction vs n.ext.Somefunction",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
"isExpression": false,
"isPython": false,
"dependsOn": [],
"affects": [],
"linkedTo": [],
"expressionLanguage": "",
"defaultExpression": "",
"commonExpressions": [],
"order": 0,
"isVisible": true,
"conditionalDisplay": null,
"isValid": true,
"validationErrors": [],
"lastUpdated": "2025-08-07T07:50:01.457Z",
"rawData": {},
"sourceElement": null
},
{
"id": null,
"name": "Re-Init Extensions",
"label": "Re-Init Extensions",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
"maxValue": null,
"step": null,
"menuItems": [],
"menuLabels": [],
"allowCustom": false,
"maxLength": null,
"pattern": null,
"isArray": false,
"arraySize": 1,
"dimensions": 1,
"description": "reinitextensions - Recompile all extension objects. Normally extension objects are compiled only when they are referenced and their definitions have changed.",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
"isExpression": false,
"isPython": false,
"dependsOn": [],
"affects": [],
"linkedTo": [],
"expressionLanguage": "",
"defaultExpression": "",
"commonExpressions": [],
"order": 0,
"isVisible": true,
"conditionalDisplay": null,
"isValid": true,
"validationErrors": [],
"lastUpdated": "2025-08-07T07:50:01.457Z",
"rawData": {},
"sourceElement": null
},
{
"id": null,
"name": "Parent Shortcut",
"label": "Parent Shortcut",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
"maxValue": null,
"step": null,
"menuItems": [],
"menuLabels": [],
"allowCustom": false,
"maxLength": null,
"pattern": null,
"isArray": false,
"arraySize": 1,
"dimensions": 1,
"description": "parentshortcut - Specifies a name you can use anywhere inside the component as the path to that component. See Parent Shortcut.",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
"isExpression": false,
"isPython": false,
"dependsOn": [],
"affects": [],
"linkedTo": [],
"expressionLanguage": "",
"defaultExpression": "",
"commonExpressions": [],
"order": 0,
"isVisible": true,
"conditionalDisplay": null,
"isValid": true,
"validationErrors": [],
"lastUpdated": "2025-08-07T07:50:01.457Z",
"rawData": {},
"sourceElement": null
},
{
"id": null,
"name": "Global OP Shortcut",
"label": "Global OP Shortcut",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
"maxValue": null,
"step": null,
"menuItems": [],
"menuLabels": [],
"allowCustom": false,
"maxLength": null,
"pattern": null,
"isArray": false,
"arraySize": 1,
"dimensions": 1,
"description": "opshortcut - Specifies a name you can use anywhere at all as the path to that component. See Global OP Shortcut.",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
"isExpression": false,
"isPython": false,
"dependsOn": [],
"affects": [],
"linkedTo": [],
"expressionLanguage": "",
"defaultExpression": "",
"commonExpressions": [],
"order": 0,
"isVisible": true,
"conditionalDisplay": null,
"isValid": true,
"validationErrors": [],
"lastUpdated": "2025-08-07T07:50:01.457Z",
"rawData": {},
"sourceElement": null
},
{
"id": null,
"name": "Internal OP",
"label": "Internal OP",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
"maxValue": null,
"step": null,
"menuItems": [],
"menuLabels": [],
"allowCustom": false,
"maxLength": null,
"pattern": null,
"isArray": false,
"arraySize": 1,
"dimensions": 1,
"description": "iop - Sequence header for internal operators.\n\n\n\n iop0shortcut - Specifies a name you can use anywhere inside the component as a path to \"Internal \" below. See Internal Operators.\n\n\n\n iop0op - The path to the Internal OP inside this component. See Internal Operators.",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
"isExpression": false,
"isPython": false,
"dependsOn": [],
"affects": [],
"linkedTo": [],
"expressionLanguage": "",
"defaultExpression": "",
"commonExpressions": [],
"order": 0,
"isVisible": true,
"conditionalDisplay": null,
"isValid": true,
"validationErrors": [],
"lastUpdated": "2025-08-07T07:50:01.457Z",
"rawData": {},
"sourceElement": null
},
{
"id": null,
"name": "Shortcut",
"label": "Shortcut",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
"maxValue": null,
"step": null,
"menuItems": [],
"menuLabels": [],
"allowCustom": false,
"maxLength": null,
"pattern": null,
"isArray": false,
"arraySize": 1,
"dimensions": 1,
"description": "iop0shortcut - Specifies a name you can use anywhere inside the component as a path to \"Internal \" below. See Internal Operators.",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
"isExpression": false,
"isPython": false,
"dependsOn": [],
"affects": [],
"linkedTo": [],
"expressionLanguage": "",
"defaultExpression": "",
"commonExpressions": [],
"order": 0,
"isVisible": true,
"conditionalDisplay": null,
"isValid": true,
"validationErrors": [],
"lastUpdated": "2025-08-07T07:50:01.457Z",
"rawData": {},
"sourceElement": null
},
{
"id": null,
"name": "OP",
"label": "OP",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
"maxValue": null,
"step": null,
"menuItems": [],
"menuLabels": [],
"allowCustom": false,
"maxLength": null,
"pattern": null,
"isArray": false,
"arraySize": 1,
"dimensions": 1,
"description": "iop0op - The path to the Internal OP inside this component. See Internal Operators.",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
"isExpression": false,
"isPython": false,
"dependsOn": [],
"affects": [],
"linkedTo": [],
"expressionLanguage": "",
"defaultExpression": "",
"commonExpressions": [],
"order": 0,
"isVisible": true,
"conditionalDisplay": null,
"isValid": true,
"validationErrors": [],
"lastUpdated": "2025-08-07T07:50:01.457Z",
"rawData": {},
"sourceElement": null
},
{
"id": null,
"name": "Node View",
"label": "Node View",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
"maxValue": null,
"step": null,
"menuItems": [],
"menuLabels": [],
"allowCustom": false,
"maxLength": null,
"pattern": null,
"isArray": false,
"arraySize": 1,
"dimensions": 1,
"description": "nodeview - - Determines what is displayed in the node viewer, also known as the Node Viewer. Some options will not be available depending on the type (Object Component, Panel Component, Misc.)\n\n default - Displays the default viewer for the component type, a 3D Viewer for Object COMPS and a Viewer for Panel COMPs. opviewer - Displays the node viewer from any operator specified in the Operator Viewer parameter below.",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
"isExpression": false,
"isPython": false,
"dependsOn": [],
"affects": [],
"linkedTo": [],
"expressionLanguage": "",
"defaultExpression": "",
"commonExpressions": [],
"order": 0,
"isVisible": true,
"conditionalDisplay": null,
"isValid": true,
"validationErrors": [],
"lastUpdated": "2025-08-07T07:50:01.457Z",
"rawData": {},
"sourceElement": null
},
{
"id": null,
"name": "Default Viewer",
"label": "Default Viewer",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
"maxValue": null,
"step": null,
"menuItems": [],
"menuLabels": [],
"allowCustom": false,
"maxLength": null,
"pattern": null,
"isArray": false,
"arraySize": 1,
"dimensions": 1,
"description": "default - Displays the default viewer for the component type, a 3D Viewer for Object COMPS and a Viewer for Panel COMPs. opviewer - Displays the node viewer from any operator specified in the Operator Viewer parameter below.",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
"isExpression": false,
"isPython": false,
"dependsOn": [],
"affects": [],
"linkedTo": [],
"expressionLanguage": "",
"defaultExpression": "",
"commonExpressions": [],
"order": 0,
"isVisible": true,
"conditionalDisplay": null,
"isValid": true,
"validationErrors": [],
"lastUpdated": "2025-08-07T07:50:01.457Z",
"rawData": {},
"sourceElement": null
},
{
"id": null,
"name": "Operator Viewer",
"label": "Operator Viewer",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
"maxValue": null,
"step": null,
"menuItems": [],
"menuLabels": [],
"allowCustom": false,
"maxLength": null,
"pattern": null,
"isArray": false,
"arraySize": 1,
"dimensions": 1,
"description": "opviewer - Select which operator's node viewer to use when the Node View parameter above is set to Operator .",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
"isExpression": false,
"isPython": false,
"dependsOn": [],
"affects": [],
"linkedTo": [],
"expressionLanguage": "",
"defaultExpression": "",
"commonExpressions": [],
"order": 0,
"isVisible": true,
"conditionalDisplay": null,
"isValid": true,
"validationErrors": [],
"lastUpdated": "2025-08-07T07:50:01.457Z",
"rawData": {},
"sourceElement": null
},
{
"id": null,
"name": "Enable Cloning",
"label": "Enable Cloning",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
"maxValue": null,
"step": null,
"menuItems": [],
"menuLabels": [],
"allowCustom": false,
"maxLength": null,
"pattern": null,
"isArray": false,
"arraySize": 1,
"dimensions": 1,
"description": "enablecloning - Control if the OP should be actively cloneing. Turning this off causes this node to stop cloning it's ' Master'.",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
"isExpression": false,
"isPython": false,
"dependsOn": [],
"affects": [],
"linkedTo": [],
"expressionLanguage": "",
"defaultExpression": "",
"commonExpressions": [],
"order": 0,
"isVisible": true,
"conditionalDisplay": null,
"isValid": true,
"validationErrors": [],
"lastUpdated": "2025-08-07T07:50:01.457Z",
"rawData": {},
"sourceElement": null
},
{
"id": null,
"name": "Enable Cloning Pulse",
"label": "Enable Cloning Pulse",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
"maxValue": null,
"step": null,
"menuItems": [],
"menuLabels": [],
"allowCustom": false,
"maxLength": null,
"pattern": null,
"isArray": false,
"arraySize": 1,
"dimensions": 1,
"description": "enablecloningpulse - Instantaneously clone the contents.",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
"isExpression": false,
"isPython": false,
"dependsOn": [],
"affects": [],
"linkedTo": [],
"expressionLanguage": "",
"defaultExpression": "",
"commonExpressions": [],
"order": 0,
"isVisible": true,
"conditionalDisplay": null,
"isValid": true,
"validationErrors": [],
"lastUpdated": "2025-08-07T07:50:01.458Z",
"rawData": {},
"sourceElement": null
},
{
"id": null,
"name": "Clone Master",
"label": "Clone Master",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
"maxValue": null,
"step": null,
"menuItems": [],
"menuLabels": [],
"allowCustom": false,
"maxLength": null,
"pattern": null,
"isArray": false,
"arraySize": 1,
"dimensions": 1,
"description": "clone - to a component used as the Master Clone.",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
"isExpression": false,
"isPython": false,
"dependsOn": [],
"affects": [],
"linkedTo": [],
"expressionLanguage": "",
"defaultExpression": "",
"commonExpressions": [],
"order": 0,
"isVisible": true,
"conditionalDisplay": null,
"isValid": true,
"validationErrors": [],
"lastUpdated": "2025-08-07T07:50:01.458Z",
"rawData": {},
"sourceElement": null
},
{
"id": null,
"name": "Load on Demand",
"label": "Load on Demand",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
"maxValue": null,
"step": null,
"menuItems": [],
"menuLabels": [],
"allowCustom": false,
"maxLength": null,
"pattern": null,
"isArray": false,
"arraySize": 1,
"dimensions": 1,
"description": "loadondemand - Loads the component into memory only when required. Good to use for components that are not always used in the project.",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
"isExpression": false,
"isPython": false,
"dependsOn": [],
"affects": [],
"linkedTo": [],
"expressionLanguage": "",
"defaultExpression": "",
"commonExpressions": [],
"order": 0,
"isVisible": true,
"conditionalDisplay": null,
"isValid": true,
"validationErrors": [],
"lastUpdated": "2025-08-07T07:50:01.458Z",
"rawData": {},
"sourceElement": null
},
{
"id": null,
"name": "Enable External .tox",
"label": "Enable External .tox",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
"maxValue": null,
"step": null,
"menuItems": [],
"menuLabels": [],
"allowCustom": false,
"maxLength": null,
"pattern": null,
"isArray": false,
"arraySize": 1,
"dimensions": 1,
"description": "enableexternaltox - When on (default), the external file will be loaded when the starts and the contents of the will match that of the external . This can be turned off to avoid loading from the referenced external on startup if desired (the contents of the are instead loaded from the file). Useful if you wish to have a reference an external but not always load from it unless you specifically push the Re-Init Network parameter button.",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
"isExpression": false,
"isPython": false,
"dependsOn": [],
"affects": [],
"linkedTo": [],
"expressionLanguage": "",
"defaultExpression": "",
"commonExpressions": [],
"order": 0,
"isVisible": true,
"conditionalDisplay": null,
"isValid": true,
"validationErrors": [],
"lastUpdated": "2025-08-07T07:50:01.458Z",
"rawData": {},
"sourceElement": null
},
{
"id": null,
"name": "Enable External .tox Pulse",
"label": "Enable External .tox Pulse",
"group": "General",
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