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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": "render_top",
  "name": "Render TOP",
  "displayName": "Render TOP",
  "category": "TOP",
  "subcategory": "Filters",
  "version": "",
  "lastUpdated": "2025-08-07T07:50:08.697Z",
  "sourceFile": "C:\\Program Files\\Derivative\\TouchDesigner\\Samples\\Learn\\OfflineHelp\\https.docs.derivative.ca\\Render_TOP.htm",
  "url": "",
  "description": "The Render TOP is used to render all 3D scenes in TouchDesigner. You need to give it a Camera object and a Geometry object as a minimum.",
  "summary": "The Render TOP is used to render all 3D scenes in TouchDesigner. You need to give it a Camera object and a Geometry object as a minimum.",
  "details": "",
  "usage": "",
  "tips": [],
  "warnings": [],
  "parameters": [
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      "id": null,
      "name": "Camera(s)",
      "label": "Camera(s)",
      "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 Render  is used to render all 3D scenes in TouchDesigner. You need to give it a Camera object and a Geometry object as a minimum. \t\t\t\nThe Geometry object needs to have a Material assigned to it. Materials can be pre-packaged ones like the Phong material, or they can be OpenGL GLSL shaders. All textures and bump maps in TouchDesigner materials are TOPs, i.e. files must be read in via Movie File In TOPs.\t\t\t\t\n in TouchDesigner ties in nicely with compositing via the Render  and all other TOPs.\t\t\t\t\nThe Render  renders in many RGBA and single-channel formats, in 8-bit fixed-point up to to 32-bit floating point per pixel component.\t\t\t\t\nIt can render transparent surfaces correctly using Multi-Pass Depth Peeling. See below: Order Independent Transparency.\t\t\t\t\nMultiple Cameras: The Render  is able to render multiple cameras (more quickly than separately) in a single node. You specify multiple cameras in one Camera parameter, and use Render Select  to pull out those camera results. This feature is even faster on GPUs that support Multi-Camera Rendering.\t\t\t\t\nMultiple Images out: The Render , working with the GLSL MATs, can output multiple image at arbitrary formats, through the Images page. \nSee also Rendering, all the articles in the Rendering Category, the Render Pass TOP, and the troubleshooting page Why is My Render Black.\t\t\t\t\nNOTE: If you are doing non-realtime -intensive renders (ones that take multiple seconds to render a single ), see the note in Windows  Driver Timeouts in the Movie File Out TOP.\nrenderTOP_Class\n\nContents\n \n \n \n \n \n \n \n \n \n \n \n\n\n\n\n\n  camera - Specifies which Cameras to look through when rendering the scene. You can specify multiple cameras and retrieve each camera image using the Render Select .\n\n\n\n  multicamerahint -  - Helps the Render  optimize rendering when multiple cameras are used. Controls the Multi-Camera Rendering behavior for this node.\n\n automatic - The node will decide based on the  and setup if Multi-Camera Rendering can be used and enable it if possible. Currently Multi-Camera rendering works for 2D and Cube Map renders on supported GPUs. For 2D renders multiple cameras can not be rendered in a single pass if their 'Camera Light Mask' parameters don't result in the same lights being used in the scene. Use of Depth Peeling or Order Independent Transparency will also disable Multi-Camera rendering. off - Forces Multi-Camera Render to be disabled, so each camera is rendered one pass at a time. stereocameras - Should be set only if the pair of cameras have transform/projection matrices that result in a difference only in the X-axis after being applied, as is the case for most VR headsets. Other differences between the cameras such as FOV, near/far plane etc will be ignored, and the values form the first camera will be used. This hint allows the  to run faster for this particular case, when appropriate hardware is available.\n\n  geometry - Specifies which Geometry will be included in the rendered scene. You can use Pattern Matching to specify objects using patterns. Example: geo* ^geo7 will render all Geometry components whose names start with geo except geo7.\n\n\n\n  lights - Specifies which Lights will be used to render the scene. You can use Pattern Matching here as well.\n\n\n\n  antialias -  - Sets the level of anti-aliasing in the scene. Setting this to higher values uses more graphics memory.\n\n aa1 - aa2 - aa4 - aa8mid - aa8high - aa16low - aa16mid - aa16high - aa32 -\n\n  rendermode -  - You can render different projections:  normal 2D, Cube Map, Fish Eye (180), or Dual Paraboloid. The Cube Map renders 6 views as needed for environment maps in the Phong MAT and Environment Light COMP. \t\t\nSee also the Cube Map TOP and the Projection TOP.\n\n\n render2d - cubemap - fisheye180 - dualparaboloid - uvunwrap - cubemapods -\n\n  posside -  - When Render Mode is Cube Map, specify which sides if the cube map are rendered, +X, +Y, or +Z.\n\n possidex - possidey - possidez -\n\n  negside -  - When Render Mode is Cube Map, specify which sides if the cube map are rendered, -X, -Y, or -Z.\n\n negsidex - negsidey - negsidez -\n\n  uvunwrapcoord -  - When Render Mode is UV Unwrap Coord, select which Texture Layer the coordinates are rendered to,\n\n uv0 - uv1 - uv2 - uv3 - uv4 - uv5 - uv6 - uv7 -\n\n  uvunwrapcoordattrib - \n\n\n\n  transparency -  - Helps to render transparent geometry in proper depth order. This eliminates the need to sort the geometry based on distance from camera. This process is multi-pass. For every pixel the closest surface is rendered in the first pass, the second closest surface second, up to the number of passes specified by the  parameter below. Turning this option on will disable some advanced features in the Render , as well as anti-aliasing.\t\t\nThe feature is a pixel-based approach, not object-based. So its performance is not directly related to the number of objects, but rather how they are layered.\t\t\t\t\nIt uses a technique called Depth Peeling. First you render the normal frame. On your next render you peel away all of the pixels you saw in the first frame, and reveal the pixels underneath them. The next frame you do the same, peeling away the pixels you could see from the 2nd render. And so on. Once all of the renders are done, you re composite each layer Over the other, starting at the farthest back layer.\t\t\t\t\nIf you take a sphere for example, you'll need to do 2 passes, the first one for the front of the sphere, and then 2nd will be the inside of the sphere.\t\t\t\t\nIf you have 10 spheres, one behind the other. You'll need 19-20 passes to get the correct image.\t\t\t\t\nIf you have 10 spheres, each next to each other across the screen, you'll only need 2 passes.\t\t\t\t\nIn reality though you will only need 3-5 passes to get an image that's acceptable. It may not be 100% correct, but it'll look pretty close to correct.\t\t\t\t\nEach pass is a full render, so each pass adds significant overhead.\n\n\n sortedblending - orderind - alphatocoverage -\n\n  depthpeel - Depth peeling is a technique used as part of Order-Independent Transparency, but this parameter allows you to use it in a different way. This parameter enables rendering depth-peels, but without combining all the layers using blending to create order independent transparency. Instead is keeps all the layers separate and they can be retrieved using a Render Select TOP. Depth peeling is done by first rendering rendering geometry normally and saving that image and depth. Then another render is done but the closest pixels that were occluded by the previous pass are written to the color buffer instead. This can be done multiple times, each time peeling back farther into the scene. If you are rendering a sphere the first render will be the outside of the sphere, and the second peel layer will be the back-inside of the sphere.\n\n\n\n  transpeellayers - Number of passes the renderer will use when  is turned on.\n\n\n\n\n\n  render - Enables rendering; 1 = on, 0 = off.\n\n\n\n  dither - Dithers the rendering to help deal with banding and other artifacts created by precision limitations of 8-bit displays.\n\n\n\n  coloroutputneeded - This is an optimization if you don't actually need the color result from this pass. Turning this off avoids a copy from the offscreen render buffer to the 's texture. When anti-aliasing is enabled, turning this off will also avoid 'resolving' the anti-aliasing.\n\n\n\n  drawdepthonly - This will cause the render to only draw depth values to the depth buffer. No color values will be created.  To make use of the depth buffer, use the Depth TOP.\n\n\n\n  numcolorbufs - Any shader you write can output to more than one RGBA buffer at a time. For GLSL 3.3+ you would use the layout(location = 1) specifier on an out variable in the pixel shader to write to the 2nd buffer. In GLSL 1.2 instead of writing to gl_FragColor in your shader, you write to gl_FragData[i] where i is the color buffer index you want to write the value to.\n\n\n\n  allowbufblending - Controls if blending (as enabled by the  common page setting) will be enabled for extra buffers beyond the first one. Often the extra buffers are used to write other types of information such as normals or positions, where blending wouldn't be desirable.\n\n\n\n  depthformat -  - Use either a 24-bit Fixed- or 32-bit Floating- depth buffer (single channel image).\n\n fixed24 - float32 -\n\n  cullface -  - Front Faces, Back Faces, Both Faces, Neither. Will cause the render to avoid rendering certain polygon faces depending on their orientation to the camera. Refer to Back-Face Culling for more information.\n\n neither - backfaces - frontfaces - bothfaces -\n\n  overridemat - This allows you to specify a material that will be applied to every Geometry that is rendered in the Render . It is useful for pre-processing passes where we are outputting information about the geometry rather then lighting them and outputting RGB.\n\n\n\n  polygonoffset - This feature pushes the polygons back into space a tiny fraction. This is useful when you are rendering two polygons directly ontop of each other and are experiencing Z-Fighting. Refer to Polygon Depth Offset for more information. This is also an important feature when doing shadows.\n\n\n\n  polygonoffsetfactor - Adds an offset to the Z value that depends on how sloped the surface is to the viewer.\n\n\n\n  polygonoffsetunits - Adds a constant offset to the Z value.\n\n\n\n  overdraw - This feature visually shows the overdraw in the scene. Refer to the Early Depth-Test article for more information. In particular the Analyzing Overdraw section.\n\n\n\n  overdrawlimit - This value quantizes the outputted color value to some # of overdraws. Refer to the Early Depth-Test for more information.\n\n\n\n\n\nCropping here occurs using the projection matrix. It reduces the amount of the output render that is visible, without changing the resolution. It's particuarly useful to create sub-portion of an overall render in different buffers, such as for rendering across multiple instances of TouchDesigner. Be careful to set the aspect ratio of the Render  to match the 'real' aspect of the overall output image, not the aspect of this subsection. Otherwise the projection will be stretched incorrectly.\n\n  cropleft - Positions the left edge of the rendered image.\n\n\n\n  cropleftunit -  - Select the units for this parameter from Pixels, Fraction (0-1), Fraction Aspect (0-1 considering aspect ratio).\n\n pixels - fraction - fractionaspect -\n\n  cropright - Positions the right edge of the rendered image.\n\n\n\n  croprightunit -  - Select the units for this parameter from Pixels, Fraction (0-1), Fraction Aspect (0-1 considering aspect ratio).\n\n pixels - fraction - fractionaspect -\n\n  cropbottom - Positions the bottom edge of the rendered image.\n\n\n\n  cropbottomunit -  - Select the units for this parameter from Pixels, Fraction (0-1), Fraction Aspect (0-1 considering aspect ratio).\n\n pixels - fraction - fractionaspect -\n\n  croptop - Positions the top edge of the rendered image.\n\n\n\n  croptopunit -  - Select the units for this parameter from Pixels, Fraction (0-1), Fraction Aspect (0-1 considering aspect ratio).\n\n pixels - fraction - fractionaspect -\n\n\n\nThese vectors will be passed to all GLSL MATs used in the render. They allow for global parameters to more easily be passed to many GLSL MATs from a single spot.\n\n  vec - Sequence of uniform name and value pairs.\n\n\n\n  vec0name - The uniform name, as declared in the shader.\n\n\n\n  vec0value -  - The value to assign the vector uniform.\n\n vec0valuex - vec0valuey - vec0valuez - vec0valuew -\n\n\n\n\nThese samplers will be passed to all GLSL MATs used in the render. They allow for global parameters to more easily be passed to many GLSL MATs from a single spot.\n\n  uni0name - The uniform name, as declared in the shader.\n\n\n\n  sampler - Sequence of sampler parmaeters, including uniform name,  reference, and sampling parameters.\n\n\n\n  sampler0name - This is the sampler name that the GLSL program will use to sample from this . The samplers need to be declared as the same dimensions as the  (sampler2D for a 2D , sampler3D for 3D ).\n\n\n\n  sampler0top -  - This is the  that will be referenced by the above sampler name above it.\n\n  sampler0extendu -  - \n\n hold - zero - repeat - mirror -\n\n  sampler0extendv -  - \n\n hold - zero - repeat - mirror -\n\n  sampler0extendw -  - \n\n hold - zero - repeat - mirror -\n\n  sampler0filter -  - \n\n nearest - linear - mipmaplinear -\n\n  sampler0anisotropy -  - \n\n off - 2x - 4x - 8x - 16x -\n\n\n\n\n\n\nImages are texture data that can be both read and written to at arbitrary pixels during a render operation, using a GLSL MAT, via the imageStore() and imageLoad(). You can obtain the results of the Image after the render is completed using a Render Select TOP. The images will automatically be declared for you inside of the shader, you should not declare them yourself (as you do for other uniforms). This is because there is a lot of extra decoration required for the image uniforms. Currently when compiling in the GLSL MAT itself your code will result in an error, since the images are not available there. However when you apply your  to a geometry and render it via the Render TOP, a new version of your shader will be included that has that image declared. Refer to Write_a_GLSL_Material#Image_Outputs for more information.\n\n  image - A sequence of parameters to control image outputs available for the GLSL MATs.\n\n\n\n  image0name - The uniform name for the image.\n\n\n\n  image0arraylength - If this value is 1 or greater, then the uniform is declared as an array and should be accessed using []. If this is 0 then it is not an array.\n\n\n\n  image0res -  - The resolution the image should be.\n\n image0resw - image0resh -\n\n  image0format -  - The pixel format the image should be allocated as.\n\n useoutput - Use the same pilxe format that the Render TOPs main texture is set to be. rgba8fixed - srgba8fixed - rgba16float - rgba32float - _separator_ - rgb10a2fixed - rgba16fixed - rgba11float - mono8fixed - mono16fixed - mono16float - mono32float - rg8fixed - rg16fixed - rg16float - rg32float - a8fixed - a16fixed - a16float - a32float - monoalpha8fixed - monoalpha16fixed - monoalpha16float - monoalpha32float -\n\n  image0type -  - Specify what type of texture to create with the image output.\n\n texture2d - texture2darray - texture3d - texturecube -\n\n  image0depth - Set the depth when output Type is 2D Texture Array or 3D Texture.\n\n\n\n  image0access -  - Controls how the output textures will be accessed. If the textures will be read from (such as using values generated by other shader executions within the same frame), then the access should be changed to Read-Write instead of Write Only.\n\n writeonly - readwrite -\n\n\n\n\n  outputresolution -  - quickly change the resolution of the 's data.\n\n useinput - Uses the input's resolution. eighth - Multiply the input's resolution by that amount. quarter - Multiply the input's resolution by that amount. half - Multiply the input's resolution by that amount. 2x - Multiply the input's resolution by that amount. 4x - Multiply the input's resolution by that amount. 8x - Multiply the input's resolution by that amount. fit - Grow or shrink the input resolution to fit this resolution, while keeping the aspect ratio the same. limit - Limit the input resolution to be not larger than this resolution, while keeping the aspect ratio the same. custom - Directly control the width and height.\n\n  resolution -  - Enabled only when the  parameter is set to Custom . Some Generators like Constant and Ramp do not use inputs and only use this field to determine their size. The drop down menu on the right provides some commonly used resolutions.\n\n resolutionw - resolutionh -\n\n  resmenu - A drop-down menu with some commonly used resolutions.\n\n\n\n  resmult - Uses the Global  Multiplier found in Edit>Preferences>TOPs. This multiplies all the TOPs resolutions by the set amount. This is handy when working on computers with different hardware specifications. If a project is designed on a desktop workstation with lots of graphics memory, a user on a laptop with only 64MB VRAM can set the Global  Multiplier to a value of half or quarter so it runs at an acceptable speed. By checking this checkbox on, this  is affected by the global multiplier.\n\n\n\n  outputaspect -  - Sets the image aspect ratio allowing any textures to be viewed in any size. Watch for unexpected results when compositing TOPs with different aspect ratios. (You can define images with non-square pixels using xres, yres, aspectx, aspecty where xres/yres != aspectx/aspecty.)\n\n useinput - Uses the input's aspect ratio. resolution - Uses the aspect of the image's defined resolution (ie 512x256 would be 2:1), whereby each pixel is square. custom - Lets you explicitly define a custom aspect ratio in the Aspect parameter below.\n\n  aspect -  - Use when Output Aspect parameter is set to Custom Aspect.\n\n aspect1 - aspect2 -\n\n  armenu - A drop-down menu with some commonly used aspect ratios.\n\n\n\n  inputfiltertype -  - This controls pixel filtering on the input image of the .\n\n nearest - Uses nearest pixel or accurate image representation. Images will look jaggy when viewing at any zoom level other than Native . linear - Uses linear filtering between pixels. This is how you get  images in viewers to look good at various zoom levels, especially useful when using any Fill Viewer setting other than Native . mipmap - Uses  mipmap filtering when scaling images. This can be used to reduce artifacts and sparkling in moving/scaling images that have lots of detail.\n\n  fillmode -  - Determine how the  image is displayed in the viewer.\nNOTE:To get an understanding of how TOPs work with images, you will want to set this to Native  as you lay down TOPs when starting out. This will let you see what is actually happening without any automatic viewer resizing.\n\n\n useinput - Uses the same Fill Viewer settings as it's input. fill - Stretches the image to fit the edges of the viewer. width - Stretches image to fit viewer horizontally. height - Stretches image to fit viewer vertically. best - Stretches or squashes image so no part of image is cropped. outside - Stretches or squashes image so image fills viewer while constraining it's proportions. This often leads to part of image getting cropped by viewer. nativeres - Displays the native resolution of the image in the viewer.\n\n  filtertype -  - This controls pixel filtering in the viewers.\n\n nearest - Uses nearest pixel or accurate image representation. Images will look jaggy when viewing at any zoom level other than Native . linear - Uses linear filtering between pixels. Use this to get  images in viewers to look good at various zoom levels, especially useful when using any Fill Viewer setting other than Native . mipmap - Uses  mipmap filtering when scaling images. This can be used to reduce artifacts and sparkling in moving/scaling images that have lots of detail. When the input is 32-bit float format, only nearest filtering will be used (regardless of what is selected).\n\n  npasses - Duplicates the operation of the  the specified number of times. For every pass after the first it takes the result of the previous pass and replaces the node's first input with the result of the previous pass. One exception to this is the GLSL TOP when using compute shaders, where the input will continue to be the connected 's image.\n\n\n\n  chanmask - Allows you to choose which channels (R, G, B, or A) the  will operate on. All channels are selected by default.\n\n\n\n  format -  - Format used to store data for each channel in the image (ie. R, G, B, and A). Refer to Pixel Formats for more information.\n\n useinput - Uses the input's pixel format. rgba8fixed - Uses 8-bit integer values for each channel. srgba8fixed - Uses 8-bit integer values for each channel and stores color in sRGB colorspace. Note that this does not apply an sRGB curve to the pixel values, it only stores them using an sRGB curve. This means more data is used for the darker values and less for the brighter values. When the values are read downstream they will be converted back to linear. For more information refer to sRGB. rgba16float - Uses 16-bits per color channel, 64-bits per pixel. rgba32float - Uses 32-bits per color channel, 128-bits per pixels. rgb10a2fixed - Uses 10-bits per color channel and 2-bits for alpha, 32-bits total per pixel. rgba16fixed - Uses 16-bits per color channel, 64-bits total per pixel. rgba11float - A RGB floating point format that has 11 bits for the Red and Green channels, and 10-bits for the Blue , 32-bits total per pixel (therefore the same memory usage as 8-bit RGBA). The Alpha channel in this format will always be 1. Values can go above one, but can't be negative. ie. the range is [0, infinite). rgb16float - rgb32float - mono8fixed - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 8-bits per pixel. mono16fixed - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 16-bits per pixel. mono16float - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 16-bits per pixel. mono32float - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 32-bits per pixel. rg8fixed - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 8-bits per channel, 16-bits total per pixel. rg16fixed - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 16-bits per channel, 32-bits total per pixel. rg16float - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 16-bits per channel, 32-bits total per pixel. rg32float - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 32-bits per channel, 64-bits total per pixel. a8fixed - An Alpha only format that has 8-bits per channel, 8-bits per pixel. a16fixed - An Alpha only format that has 16-bits per channel, 16-bits per pixel. a16float - An Alpha only format that has 16-bits per channel, 16-bits per pixel. a32float - An Alpha only format that has 32-bits per channel, 32-bits per pixel. monoalpha8fixed - A 2 channel format, one value for RGB and one value for Alpha. 8-bits per channel, 16-bits per pixel. monoalpha16fixed - A 2 channel format, one value for RGB and one value for Alpha. 16-bits per channel, 32-bits per pixel. monoalpha16float - A 2 channel format, one value for RGB and one value for Alpha. 16-bits per channel, 32-bits per pixel. monoalpha32float - A 2 channel format, one value for RGB and one value for Alpha. 32-bits per channel, 64-bits per pixel.\n\n\n\nExtra Information for the Render  can be accessed via an Info CHOP.\n\n\n\n - Horizontal resolution of the  in pixels. - Vertical resolution of the  in pixels. - Horizontal aspect of the . - Vertical aspect of the . - Depth of 2D or 3D array if this  contains a 2D or 3D texture array. - Total amount of texture memory used by this .\n - Number of times the operator has cooked since the process started. - Duration of the last cook in milliseconds. - Frame number when this operator was last cooked relative to the component timeline. - Frame number when this operator was last cooked relative to the absolute time. - Time in milliseconds at which the operator started cooking in the frame it was cooked. - Time in milliseconds at which the operator finished cooking in the frame it was cooked. - 1 if operator was cooked this frame. - Number of warnings in this operator if any. - Number of errors in this operator if any.\nTouchDesigner Build: Latest\\nwikieditorwikieditorwikieditorwikieditorwikieditorwikieditorwikieditorwikieditorwikieditorwikieditorwikieditorwikieditor2023.112802021.100002020.200002019.146502018.28070before 2018.28070\nTOPs\n• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • \n\nAn Operator Family that creates, composites and modifies images, and reads/writes images and movies to/from files and the network. TOPs run on the graphics card's GPU.\n\n\n\nRendering is the creation of a 3D image with the Render TOP. Rendering is also used more generally to include the compositing (with TOPs) to generate an output image.\n\n\n\nThe Graphics Processing Unit. This is the high-speed, many-core processor of the graphics card/chip that takes geometry, images and data from the CPU and creates images and processed data.\n\n\n\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\nThe 3D data held in SOPs and passed for rendering by the Geometry COMP.\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\nEach SOP has a list of Points. Each point has an XYZ 3D position value plus other optional attributes. Each polygon Primitive is defined by a vertex list, which is list of point numbers.\n\n\n\nMATs or Materials are an Operator Family that applies a Shader to a SOP or 3D Geometry Object for rendering textured surfaces with lighting.\n\n\n\nA polygon is a type of Primitive that is formed from a set of Vertices in 3D that are implicitly connected together to form a multi-edge shape.\n\n\n\nOperators that need 1 or more inputs are called Filters in TouchDesigner, like a Math CHOP. See Generator.\n\n\n\nThe width and height of an image in pixels. Most TOPs, like the Movie File In TOP can set the image resolution. See Aspect Ratio for the width/height ratio of an image, taking into account non-square pixels.\n\n\n\nThe viewer of a node can be (1) the interior of a node (the Node Viewer), (2) a floating window (RMB->View... on node), or (3) a Pane that graphically shows the results of an operator.\n\n\n\nA CHOP outputs one or more channels, where a channel is simply a sequence of numbers (Samples), representing motion, audio, etc. Channels are passed between CHOPs in TouchDesigner networks. Channels can be Exported to Parameters.\n\n\n\nAn Operator Family which operate on Channels (a sequence of numbers (Samples)) which are used for animation, audio, mathematics, simulation, logic, UI construction, and data streamed from/to devices and protocols.\n\n\n\n\n\n\n\n\nRetrieved from \"https://docs.derivative.ca/index.php?title=Render_TOP&oldid=32279\"\n\t\tCategory: TOPs",
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      "description": "From Derivative\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tJump to navigation\n\t\tJump to search\n\t\t\nThe Render  is used to render all 3D scenes in TouchDesigner. You need to give it a Camera object and a Geometry object as a minimum. \t\t\t\nThe Geometry object needs to have a Material assigned to it. Materials can be pre-packaged ones like the Phong material, or they can be OpenGL GLSL shaders. All textures and bump maps in TouchDesigner materials are TOPs, i.e. files must be read in via Movie File In TOPs.\t\t\t\t\n in TouchDesigner ties in nicely with compositing via the Render  and all other TOPs.\t\t\t\t\nThe Render  renders in many RGBA and single-channel formats, in 8-bit fixed-point up to to 32-bit floating point per pixel component.\t\t\t\t\nIt can render transparent surfaces correctly using Multi-Pass Depth Peeling. See below: Order Independent Transparency.\t\t\t\t\nMultiple Cameras: The Render  is able to render multiple cameras (more quickly than separately) in a single node. You specify multiple cameras in one Camera parameter, and use Render Select  to pull out those camera results. This feature is even faster on GPUs that support Multi-Camera Rendering.\t\t\t\t\nMultiple Images out: The Render , working with the GLSL MATs, can output multiple image at arbitrary formats, through the Images page. \nSee also Rendering, all the articles in the Rendering Category, the Render Pass TOP, and the troubleshooting page Why is My Render Black.\t\t\t\t\nNOTE: If you are doing non-realtime -intensive renders (ones that take multiple seconds to render a single ), see the note in Windows  Driver Timeouts in the Movie File Out TOP.\nrenderTOP_Class\n\nContents\n \n \n \n \n \n \n \n \n \n \n \n\n\n\n\n\n  camera - Specifies which Cameras to look through when rendering the scene. You can specify multiple cameras and retrieve each camera image using the Render Select .\n\n\n\n  multicamerahint -  - Helps the Render  optimize rendering when multiple cameras are used. Controls the Multi-Camera Rendering behavior for this node.\n\n automatic - The node will decide based on the  and setup if Multi-Camera Rendering can be used and enable it if possible. Currently Multi-Camera rendering works for 2D and Cube Map renders on supported GPUs. For 2D renders multiple cameras can not be rendered in a single pass if their 'Camera Light Mask' parameters don't result in the same lights being used in the scene. Use of Depth Peeling or Order Independent Transparency will also disable Multi-Camera rendering. off - Forces Multi-Camera Render to be disabled, so each camera is rendered one pass at a time. stereocameras - Should be set only if the pair of cameras have transform/projection matrices that result in a difference only in the X-axis after being applied, as is the case for most VR headsets. Other differences between the cameras such as FOV, near/far plane etc will be ignored, and the values form the first camera will be used. This hint allows the  to run faster for this particular case, when appropriate hardware is available.\n\n  geometry - Specifies which Geometry will be included in the rendered scene. You can use Pattern Matching to specify objects using patterns. Example: geo* ^geo7 will render all Geometry components whose names start with geo except geo7.\n\n\n\n  lights - Specifies which Lights will be used to render the scene. You can use Pattern Matching here as well.\n\n\n\n  antialias -  - Sets the level of anti-aliasing in the scene. Setting this to higher values uses more graphics memory.\n\n aa1 - aa2 - aa4 - aa8mid - aa8high - aa16low - aa16mid - aa16high - aa32 -\n\n  rendermode -  - You can render different projections:  normal 2D, Cube Map, Fish Eye (180), or Dual Paraboloid. The Cube Map renders 6 views as needed for environment maps in the Phong MAT and Environment Light COMP. \t\t\nSee also the Cube Map TOP and the Projection TOP.\n\n\n render2d - cubemap - fisheye180 - dualparaboloid - uvunwrap - cubemapods -\n\n  posside -  - When Render Mode is Cube Map, specify which sides if the cube map are rendered, +X, +Y, or +Z.\n\n possidex - possidey - possidez -\n\n  negside -  - When Render Mode is Cube Map, specify which sides if the cube map are rendered, -X, -Y, or -Z.\n\n negsidex - negsidey - negsidez -\n\n  uvunwrapcoord -  - When Render Mode is UV Unwrap Coord, select which Texture Layer the coordinates are rendered to,\n\n uv0 - uv1 - uv2 - uv3 - uv4 - uv5 - uv6 - uv7 -\n\n  uvunwrapcoordattrib - \n\n\n\n  transparency -  - Helps to render transparent geometry in proper depth order. This eliminates the need to sort the geometry based on distance from camera. This process is multi-pass. For every pixel the closest surface is rendered in the first pass, the second closest surface second, up to the number of passes specified by the  parameter below. Turning this option on will disable some advanced features in the Render , as well as anti-aliasing.\t\t\nThe feature is a pixel-based approach, not object-based. So its performance is not directly related to the number of objects, but rather how they are layered.\t\t\t\t\nIt uses a technique called Depth Peeling. First you render the normal frame. On your next render you peel away all of the pixels you saw in the first frame, and reveal the pixels underneath them. The next frame you do the same, peeling away the pixels you could see from the 2nd render. And so on. Once all of the renders are done, you re composite each layer Over the other, starting at the farthest back layer.\t\t\t\t\nIf you take a sphere for example, you'll need to do 2 passes, the first one for the front of the sphere, and then 2nd will be the inside of the sphere.\t\t\t\t\nIf you have 10 spheres, one behind the other. You'll need 19-20 passes to get the correct image.\t\t\t\t\nIf you have 10 spheres, each next to each other across the screen, you'll only need 2 passes.\t\t\t\t\nIn reality though you will only need 3-5 passes to get an image that's acceptable. It may not be 100% correct, but it'll look pretty close to correct.\t\t\t\t\nEach pass is a full render, so each pass adds significant overhead.\n\n\n sortedblending - orderind - alphatocoverage -\n\n  depthpeel - Depth peeling is a technique used as part of Order-Independent Transparency, but this parameter allows you to use it in a different way. This parameter enables rendering depth-peels, but without combining all the layers using blending to create order independent transparency. Instead is keeps all the layers separate and they can be retrieved using a Render Select TOP. Depth peeling is done by first rendering rendering geometry normally and saving that image and depth. Then another render is done but the closest pixels that were occluded by the previous pass are written to the color buffer instead. This can be done multiple times, each time peeling back farther into the scene. If you are rendering a sphere the first render will be the outside of the sphere, and the second peel layer will be the back-inside of the sphere.\n\n\n\n  transpeellayers - Number of passes the renderer will use when  is turned on.\n\n\n\n\n\n  render - Enables rendering; 1 = on, 0 = off.\n\n\n\n  dither - Dithers the rendering to help deal with banding and other artifacts created by precision limitations of 8-bit displays.\n\n\n\n  coloroutputneeded - This is an optimization if you don't actually need the color result from this pass. Turning this off avoids a copy from the offscreen render buffer to the 's texture. When anti-aliasing is enabled, turning this off will also avoid 'resolving' the anti-aliasing.\n\n\n\n  drawdepthonly - This will cause the render to only draw depth values to the depth buffer. No color values will be created.  To make use of the depth buffer, use the Depth TOP.\n\n\n\n  numcolorbufs - Any shader you write can output to more than one RGBA buffer at a time. For GLSL 3.3+ you would use the layout(location = 1) specifier on an out variable in the pixel shader to write to the 2nd buffer. In GLSL 1.2 instead of writing to gl_FragColor in your shader, you write to gl_FragData[i] where i is the color buffer index you want to write the value to.\n\n\n\n  allowbufblending - Controls if blending (as enabled by the  common page setting) will be enabled for extra buffers beyond the first one. Often the extra buffers are used to write other types of information such as normals or positions, where blending wouldn't be desirable.\n\n\n\n  depthformat -  - Use either a 24-bit Fixed- or 32-bit Floating- depth buffer (single channel image).\n\n fixed24 - float32 -\n\n  cullface -  - Front Faces, Back Faces, Both Faces, Neither. Will cause the render to avoid rendering certain polygon faces depending on their orientation to the camera. Refer to Back-Face Culling for more information.\n\n neither - backfaces - frontfaces - bothfaces -\n\n  overridemat - This allows you to specify a material that will be applied to every Geometry that is rendered in the Render . It is useful for pre-processing passes where we are outputting information about the geometry rather then lighting them and outputting RGB.\n\n\n\n  polygonoffset - This feature pushes the polygons back into space a tiny fraction. This is useful when you are rendering two polygons directly ontop of each other and are experiencing Z-Fighting. Refer to Polygon Depth Offset for more information. This is also an important feature when doing shadows.\n\n\n\n  polygonoffsetfactor - Adds an offset to the Z value that depends on how sloped the surface is to the viewer.\n\n\n\n  polygonoffsetunits - Adds a constant offset to the Z value.\n\n\n\n  overdraw - This feature visually shows the overdraw in the scene. Refer to the Early Depth-Test article for more information. In particular the Analyzing Overdraw section.\n\n\n\n  overdrawlimit - This value quantizes the outputted color value to some # of overdraws. Refer to the Early Depth-Test for more information.\n\n\n\n\n\nCropping here occurs using the projection matrix. It reduces the amount of the output render that is visible, without changing the resolution. It's particuarly useful to create sub-portion of an overall render in different buffers, such as for rendering across multiple instances of TouchDesigner. Be careful to set the aspect ratio of the Render  to match the 'real' aspect of the overall output image, not the aspect of this subsection. Otherwise the projection will be stretched incorrectly.\n\n  cropleft - Positions the left edge of the rendered image.\n\n\n\n  cropleftunit -  - Select the units for this parameter from Pixels, Fraction (0-1), Fraction Aspect (0-1 considering aspect ratio).\n\n pixels - fraction - fractionaspect -\n\n  cropright - Positions the right edge of the rendered image.\n\n\n\n  croprightunit -  - Select the units for this parameter from Pixels, Fraction (0-1), Fraction Aspect (0-1 considering aspect ratio).\n\n pixels - fraction - fractionaspect -\n\n  cropbottom - Positions the bottom edge of the rendered image.\n\n\n\n  cropbottomunit -  - Select the units for this parameter from Pixels, Fraction (0-1), Fraction Aspect (0-1 considering aspect ratio).\n\n pixels - fraction - fractionaspect -\n\n  croptop - Positions the top edge of the rendered image.\n\n\n\n  croptopunit -  - Select the units for this parameter from Pixels, Fraction (0-1), Fraction Aspect (0-1 considering aspect ratio).\n\n pixels - fraction - fractionaspect -\n\n\n\nThese vectors will be passed to all GLSL MATs used in the render. They allow for global parameters to more easily be passed to many GLSL MATs from a single spot.\n\n  vec - Sequence of uniform name and value pairs.\n\n\n\n  vec0name - The uniform name, as declared in the shader.\n\n\n\n  vec0value -  - The value to assign the vector uniform.\n\n vec0valuex - vec0valuey - vec0valuez - vec0valuew -\n\n\n\n\nThese samplers will be passed to all GLSL MATs used in the render. They allow for global parameters to more easily be passed to many GLSL MATs from a single spot.\n\n  uni0name - The uniform name, as declared in the shader.\n\n\n\n  sampler - Sequence of sampler parmaeters, including uniform name,  reference, and sampling parameters.\n\n\n\n  sampler0name - This is the sampler name that the GLSL program will use to sample from this . The samplers need to be declared as the same dimensions as the  (sampler2D for a 2D , sampler3D for 3D ).\n\n\n\n  sampler0top -  - This is the  that will be referenced by the above sampler name above it.\n\n  sampler0extendu -  - \n\n hold - zero - repeat - mirror -\n\n  sampler0extendv -  - \n\n hold - zero - repeat - mirror -\n\n  sampler0extendw -  - \n\n hold - zero - repeat - mirror -\n\n  sampler0filter -  - \n\n nearest - linear - mipmaplinear -\n\n  sampler0anisotropy -  - \n\n off - 2x - 4x - 8x - 16x -\n\n\n\n\n\n\nImages are texture data that can be both read and written to at arbitrary pixels during a render operation, using a GLSL MAT, via the imageStore() and imageLoad(). You can obtain the results of the Image after the render is completed using a Render Select TOP. The images will automatically be declared for you inside of the shader, you should not declare them yourself (as you do for other uniforms). This is because there is a lot of extra decoration required for the image uniforms. Currently when compiling in the GLSL MAT itself your code will result in an error, since the images are not available there. However when you apply your  to a geometry and render it via the Render TOP, a new version of your shader will be included that has that image declared. Refer to Write_a_GLSL_Material#Image_Outputs for more information.\n\n  image - A sequence of parameters to control image outputs available for the GLSL MATs.\n\n\n\n  image0name - The uniform name for the image.\n\n\n\n  image0arraylength - If this value is 1 or greater, then the uniform is declared as an array and should be accessed using []. If this is 0 then it is not an array.\n\n\n\n  image0res -  - The resolution the image should be.\n\n image0resw - image0resh -\n\n  image0format -  - The pixel format the image should be allocated as.\n\n useoutput - Use the same pilxe format that the Render TOPs main texture is set to be. rgba8fixed - srgba8fixed - rgba16float - rgba32float - _separator_ - rgb10a2fixed - rgba16fixed - rgba11float - mono8fixed - mono16fixed - mono16float - mono32float - rg8fixed - rg16fixed - rg16float - rg32float - a8fixed - a16fixed - a16float - a32float - monoalpha8fixed - monoalpha16fixed - monoalpha16float - monoalpha32float -\n\n  image0type -  - Specify what type of texture to create with the image output.\n\n texture2d - texture2darray - texture3d - texturecube -\n\n  image0depth - Set the depth when output Type is 2D Texture Array or 3D Texture.\n\n\n\n  image0access -  - Controls how the output textures will be accessed. If the textures will be read from (such as using values generated by other shader executions within the same frame), then the access should be changed to Read-Write instead of Write Only.\n\n writeonly - readwrite -\n\n\n\n\n  outputresolution -  - quickly change the resolution of the 's data.\n\n useinput - Uses the input's resolution. eighth - Multiply the input's resolution by that amount. quarter - Multiply the input's resolution by that amount. half - Multiply the input's resolution by that amount. 2x - Multiply the input's resolution by that amount. 4x - Multiply the input's resolution by that amount. 8x - Multiply the input's resolution by that amount. fit - Grow or shrink the input resolution to fit this resolution, while keeping the aspect ratio the same. limit - Limit the input resolution to be not larger than this resolution, while keeping the aspect ratio the same. custom - Directly control the width and height.\n\n  resolution -  - Enabled only when the  parameter is set to Custom . Some Generators like Constant and Ramp do not use inputs and only use this field to determine their size. The drop down menu on the right provides some commonly used resolutions.\n\n resolutionw - resolutionh -\n\n  resmenu - A drop-down menu with some commonly used resolutions.\n\n\n\n  resmult - Uses the Global  Multiplier found in Edit>Preferences>TOPs. This multiplies all the TOPs resolutions by the set amount. This is handy when working on computers with different hardware specifications. If a project is designed on a desktop workstation with lots of graphics memory, a user on a laptop with only 64MB VRAM can set the Global  Multiplier to a value of half or quarter so it runs at an acceptable speed. By checking this checkbox on, this  is affected by the global multiplier.\n\n\n\n  outputaspect -  - Sets the image aspect ratio allowing any textures to be viewed in any size. Watch for unexpected results when compositing TOPs with different aspect ratios. (You can define images with non-square pixels using xres, yres, aspectx, aspecty where xres/yres != aspectx/aspecty.)\n\n useinput - Uses the input's aspect ratio. resolution - Uses the aspect of the image's defined resolution (ie 512x256 would be 2:1), whereby each pixel is square. custom - Lets you explicitly define a custom aspect ratio in the Aspect parameter below.\n\n  aspect -  - Use when Output Aspect parameter is set to Custom Aspect.\n\n aspect1 - aspect2 -\n\n  armenu - A drop-down menu with some commonly used aspect ratios.\n\n\n\n  inputfiltertype -  - This controls pixel filtering on the input image of the .\n\n nearest - Uses nearest pixel or accurate image representation. Images will look jaggy when viewing at any zoom level other than Native . linear - Uses linear filtering between pixels. This is how you get  images in viewers to look good at various zoom levels, especially useful when using any Fill Viewer setting other than Native . mipmap - Uses  mipmap filtering when scaling images. This can be used to reduce artifacts and sparkling in moving/scaling images that have lots of detail.\n\n  fillmode -  - Determine how the  image is displayed in the viewer.\nNOTE:To get an understanding of how TOPs work with images, you will want to set this to Native  as you lay down TOPs when starting out. This will let you see what is actually happening without any automatic viewer resizing.\n\n\n useinput - Uses the same Fill Viewer settings as it's input. fill - Stretches the image to fit the edges of the viewer. width - Stretches image to fit viewer horizontally. height - Stretches image to fit viewer vertically. best - Stretches or squashes image so no part of image is cropped. outside - Stretches or squashes image so image fills viewer while constraining it's proportions. This often leads to part of image getting cropped by viewer. nativeres - Displays the native resolution of the image in the viewer.\n\n  filtertype -  - This controls pixel filtering in the viewers.\n\n nearest - Uses nearest pixel or accurate image representation. Images will look jaggy when viewing at any zoom level other than Native . linear - Uses linear filtering between pixels. Use this to get  images in viewers to look good at various zoom levels, especially useful when using any Fill Viewer setting other than Native . mipmap - Uses  mipmap filtering when scaling images. This can be used to reduce artifacts and sparkling in moving/scaling images that have lots of detail. When the input is 32-bit float format, only nearest filtering will be used (regardless of what is selected).\n\n  npasses - Duplicates the operation of the  the specified number of times. For every pass after the first it takes the result of the previous pass and replaces the node's first input with the result of the previous pass. One exception to this is the GLSL TOP when using compute shaders, where the input will continue to be the connected 's image.\n\n\n\n  chanmask - Allows you to choose which channels (R, G, B, or A) the  will operate on. All channels are selected by default.\n\n\n\n  format -  - Format used to store data for each channel in the image (ie. R, G, B, and A). Refer to Pixel Formats for more information.\n\n useinput - Uses the input's pixel format. rgba8fixed - Uses 8-bit integer values for each channel. srgba8fixed - Uses 8-bit integer values for each channel and stores color in sRGB colorspace. Note that this does not apply an sRGB curve to the pixel values, it only stores them using an sRGB curve. This means more data is used for the darker values and less for the brighter values. When the values are read downstream they will be converted back to linear. For more information refer to sRGB. rgba16float - Uses 16-bits per color channel, 64-bits per pixel. rgba32float - Uses 32-bits per color channel, 128-bits per pixels. rgb10a2fixed - Uses 10-bits per color channel and 2-bits for alpha, 32-bits total per pixel. rgba16fixed - Uses 16-bits per color channel, 64-bits total per pixel. rgba11float - A RGB floating point format that has 11 bits for the Red and Green channels, and 10-bits for the Blue , 32-bits total per pixel (therefore the same memory usage as 8-bit RGBA). The Alpha channel in this format will always be 1. Values can go above one, but can't be negative. ie. the range is [0, infinite). rgb16float - rgb32float - mono8fixed - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 8-bits per pixel. mono16fixed - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 16-bits per pixel. mono16float - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 16-bits per pixel. mono32float - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 32-bits per pixel. rg8fixed - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 8-bits per channel, 16-bits total per pixel. rg16fixed - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 16-bits per channel, 32-bits total per pixel. rg16float - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 16-bits per channel, 32-bits total per pixel. rg32float - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 32-bits per channel, 64-bits total per pixel. a8fixed - An Alpha only format that has 8-bits per channel, 8-bits per pixel. a16fixed - An Alpha only format that has 16-bits per channel, 16-bits per pixel. a16float - An Alpha only format that has 16-bits per channel, 16-bits per pixel. a32float - An Alpha only format that has 32-bits per channel, 32-bits per pixel. monoalpha8fixed - A 2 channel format, one value for RGB and one value for Alpha. 8-bits per channel, 16-bits per pixel. monoalpha16fixed - A 2 channel format, one value for RGB and one value for Alpha. 16-bits per channel, 32-bits per pixel. monoalpha16float - A 2 channel format, one value for RGB and one value for Alpha. 16-bits per channel, 32-bits per pixel. monoalpha32float - A 2 channel format, one value for RGB and one value for Alpha. 32-bits per channel, 64-bits per pixel.\n\n\n\nExtra Information for the Render  can be accessed via an Info CHOP.\n\n\n\n - Horizontal resolution of the  in pixels. - Vertical resolution of the  in pixels. - Horizontal aspect of the . - Vertical aspect of the . - Depth of 2D or 3D array if this  contains a 2D or 3D texture array. - Total amount of texture memory used by this .\n - Number of times the operator has cooked since the process started. - Duration of the last cook in milliseconds. - Frame number when this operator was last cooked relative to the component timeline. - Frame number when this operator was last cooked relative to the absolute time. - Time in milliseconds at which the operator started cooking in the frame it was cooked. - Time in milliseconds at which the operator finished cooking in the frame it was cooked. - 1 if operator was cooked this frame. - Number of warnings in this operator if any. - Number of errors in this operator if any.\nTouchDesigner Build: Latest\\nwikieditorwikieditorwikieditorwikieditorwikieditorwikieditorwikieditorwikieditorwikieditorwikieditorwikieditorwikieditor2023.112802021.100002020.200002019.146502018.28070before 2018.28070\nTOPs\n• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • \n\nAn Operator Family that creates, composites and modifies images, and reads/writes images and movies to/from files and the network. TOPs run on the graphics card's GPU.\n\n\n\nRendering is the creation of a 3D image with the Render TOP. Rendering is also used more generally to include the compositing (with TOPs) to generate an output image.\n\n\n\nThe Graphics Processing Unit. This is the high-speed, many-core processor of the graphics card/chip that takes geometry, images and data from the CPU and creates images and processed data.\n\n\n\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\nThe 3D data held in SOPs and passed for rendering by the Geometry COMP.\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\nEach SOP has a list of Points. Each point has an XYZ 3D position value plus other optional attributes. Each polygon Primitive is defined by a vertex list, which is list of point numbers.\n\n\n\nMATs or Materials are an Operator Family that applies a Shader to a SOP or 3D Geometry Object for rendering textured surfaces with lighting.\n\n\n\nA polygon is a type of Primitive that is formed from a set of Vertices in 3D that are implicitly connected together to form a multi-edge shape.\n\n\n\nOperators that need 1 or more inputs are called Filters in TouchDesigner, like a Math CHOP. See Generator.\n\n\n\nThe width and height of an image in pixels. Most TOPs, like the Movie File In TOP can set the image resolution. See Aspect Ratio for the width/height ratio of an image, taking into account non-square pixels.\n\n\n\nThe viewer of a node can be (1) the interior of a node (the Node Viewer), (2) a floating window (RMB->View... on node), or (3) a Pane that graphically shows the results of an operator.\n\n\n\nA CHOP outputs one or more channels, where a channel is simply a sequence of numbers (Samples), representing motion, audio, etc. Channels are passed between CHOPs in TouchDesigner networks. Channels can be Exported to Parameters.\n\n\n\nAn Operator Family which operate on Channels (a sequence of numbers (Samples)) which are used for animation, audio, mathematics, simulation, logic, UI construction, and data streamed from/to devices and protocols.\n\n\n\n\n\n\n\n\nRetrieved from \"https://docs.derivative.ca/index.php?title=Render_TOP&oldid=32279\"\n\t\tCategory: TOPs",
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      "description": "The Render  is used to render all 3D scenes in TouchDesigner. You need to give it a Camera object and a Geometry object as a minimum. \t\t\t\nThe Geometry object needs to have a Material assigned to it. Materials can be pre-packaged ones like the Phong material, or they can be OpenGL GLSL shaders. All textures and bump maps in TouchDesigner materials are TOPs, i.e. files must be read in via Movie File In TOPs.\t\t\t\t\n in TouchDesigner ties in nicely with compositing via the Render  and all other TOPs.\t\t\t\t\nThe Render  renders in many RGBA and single-channel formats, in 8-bit fixed-point up to to 32-bit floating point per pixel component.\t\t\t\t\nIt can render transparent surfaces correctly using Multi-Pass Depth Peeling. See below: Order Independent Transparency.\t\t\t\t\nMultiple Cameras: The Render  is able to render multiple cameras (more quickly than separately) in a single node. You specify multiple cameras in one Camera parameter, and use Render Select  to pull out those camera results. This feature is even faster on GPUs that support Multi-Camera Rendering.\t\t\t\t\nMultiple Images out: The Render , working with the GLSL MATs, can output multiple image at arbitrary formats, through the Images page. \nSee also Rendering, all the articles in the Rendering Category, the Render Pass TOP, and the troubleshooting page Why is My Render Black.\t\t\t\t\nNOTE: If you are doing non-realtime -intensive renders (ones that take multiple seconds to render a single ), see the note in Windows  Driver Timeouts in the Movie File Out TOP.\nrenderTOP_Class\n\nContents\n \n \n \n \n \n \n \n \n \n \n \n\n\n\n\n\n  camera - Specifies which Cameras to look through when rendering the scene. You can specify multiple cameras and retrieve each camera image using the Render Select .\n\n\n\n  multicamerahint -  - Helps the Render  optimize rendering when multiple cameras are used. Controls the Multi-Camera Rendering behavior for this node.\n\n automatic - The node will decide based on the  and setup if Multi-Camera Rendering can be used and enable it if possible. Currently Multi-Camera rendering works for 2D and Cube Map renders on supported GPUs. For 2D renders multiple cameras can not be rendered in a single pass if their 'Camera Light Mask' parameters don't result in the same lights being used in the scene. Use of Depth Peeling or Order Independent Transparency will also disable Multi-Camera rendering. off - Forces Multi-Camera Render to be disabled, so each camera is rendered one pass at a time. stereocameras - Should be set only if the pair of cameras have transform/projection matrices that result in a difference only in the X-axis after being applied, as is the case for most VR headsets. Other differences between the cameras such as FOV, near/far plane etc will be ignored, and the values form the first camera will be used. This hint allows the  to run faster for this particular case, when appropriate hardware is available.\n\n  geometry - Specifies which Geometry will be included in the rendered scene. You can use Pattern Matching to specify objects using patterns. Example: geo* ^geo7 will render all Geometry components whose names start with geo except geo7.\n\n\n\n  lights - Specifies which Lights will be used to render the scene. You can use Pattern Matching here as well.\n\n\n\n  antialias -  - Sets the level of anti-aliasing in the scene. Setting this to higher values uses more graphics memory.\n\n aa1 - aa2 - aa4 - aa8mid - aa8high - aa16low - aa16mid - aa16high - aa32 -\n\n  rendermode -  - You can render different projections:  normal 2D, Cube Map, Fish Eye (180), or Dual Paraboloid. The Cube Map renders 6 views as needed for environment maps in the Phong MAT and Environment Light COMP. \t\t\nSee also the Cube Map TOP and the Projection TOP.\n\n\n render2d - cubemap - fisheye180 - dualparaboloid - uvunwrap - cubemapods -\n\n  posside -  - When Render Mode is Cube Map, specify which sides if the cube map are rendered, +X, +Y, or +Z.\n\n possidex - possidey - possidez -\n\n  negside -  - When Render Mode is Cube Map, specify which sides if the cube map are rendered, -X, -Y, or -Z.\n\n negsidex - negsidey - negsidez -\n\n  uvunwrapcoord -  - When Render Mode is UV Unwrap Coord, select which Texture Layer the coordinates are rendered to,\n\n uv0 - uv1 - uv2 - uv3 - uv4 - uv5 - uv6 - uv7 -\n\n  uvunwrapcoordattrib - \n\n\n\n  transparency -  - Helps to render transparent geometry in proper depth order. This eliminates the need to sort the geometry based on distance from camera. This process is multi-pass. For every pixel the closest surface is rendered in the first pass, the second closest surface second, up to the number of passes specified by the  parameter below. Turning this option on will disable some advanced features in the Render , as well as anti-aliasing.\t\t\nThe feature is a pixel-based approach, not object-based. So its performance is not directly related to the number of objects, but rather how they are layered.\t\t\t\t\nIt uses a technique called Depth Peeling. First you render the normal frame. On your next render you peel away all of the pixels you saw in the first frame, and reveal the pixels underneath them. The next frame you do the same, peeling away the pixels you could see from the 2nd render. And so on. Once all of the renders are done, you re composite each layer Over the other, starting at the farthest back layer.\t\t\t\t\nIf you take a sphere for example, you'll need to do 2 passes, the first one for the front of the sphere, and then 2nd will be the inside of the sphere.\t\t\t\t\nIf you have 10 spheres, one behind the other. You'll need 19-20 passes to get the correct image.\t\t\t\t\nIf you have 10 spheres, each next to each other across the screen, you'll only need 2 passes.\t\t\t\t\nIn reality though you will only need 3-5 passes to get an image that's acceptable. It may not be 100% correct, but it'll look pretty close to correct.\t\t\t\t\nEach pass is a full render, so each pass adds significant overhead.\n\n\n sortedblending - orderind - alphatocoverage -\n\n  depthpeel - Depth peeling is a technique used as part of Order-Independent Transparency, but this parameter allows you to use it in a different way. This parameter enables rendering depth-peels, but without combining all the layers using blending to create order independent transparency. Instead is keeps all the layers separate and they can be retrieved using a Render Select TOP. Depth peeling is done by first rendering rendering geometry normally and saving that image and depth. Then another render is done but the closest pixels that were occluded by the previous pass are written to the color buffer instead. This can be done multiple times, each time peeling back farther into the scene. If you are rendering a sphere the first render will be the outside of the sphere, and the second peel layer will be the back-inside of the sphere.\n\n\n\n  transpeellayers - Number of passes the renderer will use when  is turned on.\n\n\n\n\n\n  render - Enables rendering; 1 = on, 0 = off.\n\n\n\n  dither - Dithers the rendering to help deal with banding and other artifacts created by precision limitations of 8-bit displays.\n\n\n\n  coloroutputneeded - This is an optimization if you don't actually need the color result from this pass. Turning this off avoids a copy from the offscreen render buffer to the 's texture. When anti-aliasing is enabled, turning this off will also avoid 'resolving' the anti-aliasing.\n\n\n\n  drawdepthonly - This will cause the render to only draw depth values to the depth buffer. No color values will be created.  To make use of the depth buffer, use the Depth TOP.\n\n\n\n  numcolorbufs - Any shader you write can output to more than one RGBA buffer at a time. For GLSL 3.3+ you would use the layout(location = 1) specifier on an out variable in the pixel shader to write to the 2nd buffer. In GLSL 1.2 instead of writing to gl_FragColor in your shader, you write to gl_FragData[i] where i is the color buffer index you want to write the value to.\n\n\n\n  allowbufblending - Controls if blending (as enabled by the  common page setting) will be enabled for extra buffers beyond the first one. Often the extra buffers are used to write other types of information such as normals or positions, where blending wouldn't be desirable.\n\n\n\n  depthformat -  - Use either a 24-bit Fixed- or 32-bit Floating- depth buffer (single channel image).\n\n fixed24 - float32 -\n\n  cullface -  - Front Faces, Back Faces, Both Faces, Neither. Will cause the render to avoid rendering certain polygon faces depending on their orientation to the camera. Refer to Back-Face Culling for more information.\n\n neither - backfaces - frontfaces - bothfaces -\n\n  overridemat - This allows you to specify a material that will be applied to every Geometry that is rendered in the Render . It is useful for pre-processing passes where we are outputting information about the geometry rather then lighting them and outputting RGB.\n\n\n\n  polygonoffset - This feature pushes the polygons back into space a tiny fraction. This is useful when you are rendering two polygons directly ontop of each other and are experiencing Z-Fighting. Refer to Polygon Depth Offset for more information. This is also an important feature when doing shadows.\n\n\n\n  polygonoffsetfactor - Adds an offset to the Z value that depends on how sloped the surface is to the viewer.\n\n\n\n  polygonoffsetunits - Adds a constant offset to the Z value.\n\n\n\n  overdraw - This feature visually shows the overdraw in the scene. Refer to the Early Depth-Test article for more information. In particular the Analyzing Overdraw section.\n\n\n\n  overdrawlimit - This value quantizes the outputted color value to some # of overdraws. Refer to the Early Depth-Test for more information.\n\n\n\n\n\nCropping here occurs using the projection matrix. It reduces the amount of the output render that is visible, without changing the resolution. It's particuarly useful to create sub-portion of an overall render in different buffers, such as for rendering across multiple instances of TouchDesigner. Be careful to set the aspect ratio of the Render  to match the 'real' aspect of the overall output image, not the aspect of this subsection. Otherwise the projection will be stretched incorrectly.\n\n  cropleft - Positions the left edge of the rendered image.\n\n\n\n  cropleftunit -  - Select the units for this parameter from Pixels, Fraction (0-1), Fraction Aspect (0-1 considering aspect ratio).\n\n pixels - fraction - fractionaspect -\n\n  cropright - Positions the right edge of the rendered image.\n\n\n\n  croprightunit -  - Select the units for this parameter from Pixels, Fraction (0-1), Fraction Aspect (0-1 considering aspect ratio).\n\n pixels - fraction - fractionaspect -\n\n  cropbottom - Positions the bottom edge of the rendered image.\n\n\n\n  cropbottomunit -  - Select the units for this parameter from Pixels, Fraction (0-1), Fraction Aspect (0-1 considering aspect ratio).\n\n pixels - fraction - fractionaspect -\n\n  croptop - Positions the top edge of the rendered image.\n\n\n\n  croptopunit -  - Select the units for this parameter from Pixels, Fraction (0-1), Fraction Aspect (0-1 considering aspect ratio).\n\n pixels - fraction - fractionaspect -\n\n\n\nThese vectors will be passed to all GLSL MATs used in the render. They allow for global parameters to more easily be passed to many GLSL MATs from a single spot.\n\n  vec - Sequence of uniform name and value pairs.\n\n\n\n  vec0name - The uniform name, as declared in the shader.\n\n\n\n  vec0value -  - The value to assign the vector uniform.\n\n vec0valuex - vec0valuey - vec0valuez - vec0valuew -\n\n\n\n\nThese samplers will be passed to all GLSL MATs used in the render. They allow for global parameters to more easily be passed to many GLSL MATs from a single spot.\n\n  uni0name - The uniform name, as declared in the shader.\n\n\n\n  sampler - Sequence of sampler parmaeters, including uniform name,  reference, and sampling parameters.\n\n\n\n  sampler0name - This is the sampler name that the GLSL program will use to sample from this . The samplers need to be declared as the same dimensions as the  (sampler2D for a 2D , sampler3D for 3D ).\n\n\n\n  sampler0top -  - This is the  that will be referenced by the above sampler name above it.\n\n  sampler0extendu -  - \n\n hold - zero - repeat - mirror -\n\n  sampler0extendv -  - \n\n hold - zero - repeat - mirror -\n\n  sampler0extendw -  - \n\n hold - zero - repeat - mirror -\n\n  sampler0filter -  - \n\n nearest - linear - mipmaplinear -\n\n  sampler0anisotropy -  - \n\n off - 2x - 4x - 8x - 16x -\n\n\n\n\n\n\nImages are texture data that can be both read and written to at arbitrary pixels during a render operation, using a GLSL MAT, via the imageStore() and imageLoad(). You can obtain the results of the Image after the render is completed using a Render Select TOP. The images will automatically be declared for you inside of the shader, you should not declare them yourself (as you do for other uniforms). This is because there is a lot of extra decoration required for the image uniforms. Currently when compiling in the GLSL MAT itself your code will result in an error, since the images are not available there. However when you apply your  to a geometry and render it via the Render TOP, a new version of your shader will be included that has that image declared. Refer to Write_a_GLSL_Material#Image_Outputs for more information.\n\n  image - A sequence of parameters to control image outputs available for the GLSL MATs.\n\n\n\n  image0name - The uniform name for the image.\n\n\n\n  image0arraylength - If this value is 1 or greater, then the uniform is declared as an array and should be accessed using []. If this is 0 then it is not an array.\n\n\n\n  image0res -  - The resolution the image should be.\n\n image0resw - image0resh -\n\n  image0format -  - The pixel format the image should be allocated as.\n\n useoutput - Use the same pilxe format that the Render TOPs main texture is set to be. rgba8fixed - srgba8fixed - rgba16float - rgba32float - _separator_ - rgb10a2fixed - rgba16fixed - rgba11float - mono8fixed - mono16fixed - mono16float - mono32float - rg8fixed - rg16fixed - rg16float - rg32float - a8fixed - a16fixed - a16float - a32float - monoalpha8fixed - monoalpha16fixed - monoalpha16float - monoalpha32float -\n\n  image0type -  - Specify what type of texture to create with the image output.\n\n texture2d - texture2darray - texture3d - texturecube -\n\n  image0depth - Set the depth when output Type is 2D Texture Array or 3D Texture.\n\n\n\n  image0access -  - Controls how the output textures will be accessed. If the textures will be read from (such as using values generated by other shader executions within the same frame), then the access should be changed to Read-Write instead of Write Only.\n\n writeonly - readwrite -\n\n\n\n\n  outputresolution -  - quickly change the resolution of the 's data.\n\n useinput - Uses the input's resolution. eighth - Multiply the input's resolution by that amount. quarter - Multiply the input's resolution by that amount. half - Multiply the input's resolution by that amount. 2x - Multiply the input's resolution by that amount. 4x - Multiply the input's resolution by that amount. 8x - Multiply the input's resolution by that amount. fit - Grow or shrink the input resolution to fit this resolution, while keeping the aspect ratio the same. limit - Limit the input resolution to be not larger than this resolution, while keeping the aspect ratio the same. custom - Directly control the width and height.\n\n  resolution -  - Enabled only when the  parameter is set to Custom . Some Generators like Constant and Ramp do not use inputs and only use this field to determine their size. The drop down menu on the right provides some commonly used resolutions.\n\n resolutionw - resolutionh -\n\n  resmenu - A drop-down menu with some commonly used resolutions.\n\n\n\n  resmult - Uses the Global  Multiplier found in Edit>Preferences>TOPs. This multiplies all the TOPs resolutions by the set amount. This is handy when working on computers with different hardware specifications. If a project is designed on a desktop workstation with lots of graphics memory, a user on a laptop with only 64MB VRAM can set the Global  Multiplier to a value of half or quarter so it runs at an acceptable speed. By checking this checkbox on, this  is affected by the global multiplier.\n\n\n\n  outputaspect -  - Sets the image aspect ratio allowing any textures to be viewed in any size. Watch for unexpected results when compositing TOPs with different aspect ratios. (You can define images with non-square pixels using xres, yres, aspectx, aspecty where xres/yres != aspectx/aspecty.)\n\n useinput - Uses the input's aspect ratio. resolution - Uses the aspect of the image's defined resolution (ie 512x256 would be 2:1), whereby each pixel is square. custom - Lets you explicitly define a custom aspect ratio in the Aspect parameter below.\n\n  aspect -  - Use when Output Aspect parameter is set to Custom Aspect.\n\n aspect1 - aspect2 -\n\n  armenu - A drop-down menu with some commonly used aspect ratios.\n\n\n\n  inputfiltertype -  - This controls pixel filtering on the input image of the .\n\n nearest - Uses nearest pixel or accurate image representation. Images will look jaggy when viewing at any zoom level other than Native . linear - Uses linear filtering between pixels. This is how you get  images in viewers to look good at various zoom levels, especially useful when using any Fill Viewer setting other than Native . mipmap - Uses  mipmap filtering when scaling images. This can be used to reduce artifacts and sparkling in moving/scaling images that have lots of detail.\n\n  fillmode -  - Determine how the  image is displayed in the viewer.\nNOTE:To get an understanding of how TOPs work with images, you will want to set this to Native  as you lay down TOPs when starting out. This will let you see what is actually happening without any automatic viewer resizing.\n\n\n useinput - Uses the same Fill Viewer settings as it's input. fill - Stretches the image to fit the edges of the viewer. width - Stretches image to fit viewer horizontally. height - Stretches image to fit viewer vertically. best - Stretches or squashes image so no part of image is cropped. outside - Stretches or squashes image so image fills viewer while constraining it's proportions. This often leads to part of image getting cropped by viewer. nativeres - Displays the native resolution of the image in the viewer.\n\n  filtertype -  - This controls pixel filtering in the viewers.\n\n nearest - Uses nearest pixel or accurate image representation. Images will look jaggy when viewing at any zoom level other than Native . linear - Uses linear filtering between pixels. Use this to get  images in viewers to look good at various zoom levels, especially useful when using any Fill Viewer setting other than Native . mipmap - Uses  mipmap filtering when scaling images. This can be used to reduce artifacts and sparkling in moving/scaling images that have lots of detail. When the input is 32-bit float format, only nearest filtering will be used (regardless of what is selected).\n\n  npasses - Duplicates the operation of the  the specified number of times. For every pass after the first it takes the result of the previous pass and replaces the node's first input with the result of the previous pass. One exception to this is the GLSL TOP when using compute shaders, where the input will continue to be the connected 's image.\n\n\n\n  chanmask - Allows you to choose which channels (R, G, B, or A) the  will operate on. All channels are selected by default.\n\n\n\n  format -  - Format used to store data for each channel in the image (ie. R, G, B, and A). Refer to Pixel Formats for more information.\n\n useinput - Uses the input's pixel format. rgba8fixed - Uses 8-bit integer values for each channel. srgba8fixed - Uses 8-bit integer values for each channel and stores color in sRGB colorspace. Note that this does not apply an sRGB curve to the pixel values, it only stores them using an sRGB curve. This means more data is used for the darker values and less for the brighter values. When the values are read downstream they will be converted back to linear. For more information refer to sRGB. rgba16float - Uses 16-bits per color channel, 64-bits per pixel. rgba32float - Uses 32-bits per color channel, 128-bits per pixels. rgb10a2fixed - Uses 10-bits per color channel and 2-bits for alpha, 32-bits total per pixel. rgba16fixed - Uses 16-bits per color channel, 64-bits total per pixel. rgba11float - A RGB floating point format that has 11 bits for the Red and Green channels, and 10-bits for the Blue , 32-bits total per pixel (therefore the same memory usage as 8-bit RGBA). The Alpha channel in this format will always be 1. Values can go above one, but can't be negative. ie. the range is [0, infinite). rgb16float - rgb32float - mono8fixed - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 8-bits per pixel. mono16fixed - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 16-bits per pixel. mono16float - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 16-bits per pixel. mono32float - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 32-bits per pixel. rg8fixed - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 8-bits per channel, 16-bits total per pixel. rg16fixed - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 16-bits per channel, 32-bits total per pixel. rg16float - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 16-bits per channel, 32-bits total per pixel. rg32float - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 32-bits per channel, 64-bits total per pixel. a8fixed - An Alpha only format that has 8-bits per channel, 8-bits per pixel. a16fixed - An Alpha only format that has 16-bits per channel, 16-bits per pixel. a16float - An Alpha only format that has 16-bits per channel, 16-bits per pixel. a32float - An Alpha only format that has 32-bits per channel, 32-bits per pixel. monoalpha8fixed - A 2 channel format, one value for RGB and one value for Alpha. 8-bits per channel, 16-bits per pixel. monoalpha16fixed - A 2 channel format, one value for RGB and one value for Alpha. 16-bits per channel, 32-bits per pixel. monoalpha16float - A 2 channel format, one value for RGB and one value for Alpha. 16-bits per channel, 32-bits per pixel. monoalpha32float - A 2 channel format, one value for RGB and one value for Alpha. 32-bits per channel, 64-bits per pixel.\n\n\n\nExtra Information for the Render  can be accessed via an Info CHOP.\n\n\n\n - Horizontal resolution of the  in pixels. - Vertical resolution of the  in pixels. - Horizontal aspect of the . - Vertical aspect of the . - Depth of 2D or 3D array if this  contains a 2D or 3D texture array. - Total amount of texture memory used by this .\n - Number of times the operator has cooked since the process started. - Duration of the last cook in milliseconds. - Frame number when this operator was last cooked relative to the component timeline. - Frame number when this operator was last cooked relative to the absolute time. - Time in milliseconds at which the operator started cooking in the frame it was cooked. - Time in milliseconds at which the operator finished cooking in the frame it was cooked. - 1 if operator was cooked this frame. - Number of warnings in this operator if any. - Number of errors in this operator if any.\nTouchDesigner Build: Latest\\nwikieditorwikieditorwikieditorwikieditorwikieditorwikieditorwikieditorwikieditorwikieditorwikieditorwikieditorwikieditor2023.112802021.100002020.200002019.146502018.28070before 2018.28070\nTOPs\n• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • \n\nAn Operator Family that creates, composites and modifies images, and reads/writes images and movies to/from files and the network. TOPs run on the graphics card's GPU.\n\n\n\nRendering is the creation of a 3D image with the Render TOP. Rendering is also used more generally to include the compositing (with TOPs) to generate an output image.\n\n\n\nThe Graphics Processing Unit. This is the high-speed, many-core processor of the graphics card/chip that takes geometry, images and data from the CPU and creates images and processed data.\n\n\n\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\nThe 3D data held in SOPs and passed for rendering by the Geometry COMP.\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\nEach SOP has a list of Points. Each point has an XYZ 3D position value plus other optional attributes. Each polygon Primitive is defined by a vertex list, which is list of point numbers.\n\n\n\nMATs or Materials are an Operator Family that applies a Shader to a SOP or 3D Geometry Object for rendering textured surfaces with lighting.\n\n\n\nA polygon is a type of Primitive that is formed from a set of Vertices in 3D that are implicitly connected together to form a multi-edge shape.\n\n\n\nOperators that need 1 or more inputs are called Filters in TouchDesigner, like a Math CHOP. See Generator.\n\n\n\nThe width and height of an image in pixels. Most TOPs, like the Movie File In TOP can set the image resolution. See Aspect Ratio for the width/height ratio of an image, taking into account non-square pixels.\n\n\n\nThe viewer of a node can be (1) the interior of a node (the Node Viewer), (2) a floating window (RMB->View... on node), or (3) a Pane that graphically shows the results of an operator.\n\n\n\nA CHOP outputs one or more channels, where a channel is simply a sequence of numbers (Samples), representing motion, audio, etc. Channels are passed between CHOPs in TouchDesigner networks. Channels can be Exported to Parameters.\n\n\n\nAn Operator Family which operate on Channels (a sequence of numbers (Samples)) which are used for animation, audio, mathematics, simulation, logic, UI construction, and data streamed from/to devices and protocols.\n\n\n\n\n\n\n\n\nRetrieved from \"https://docs.derivative.ca/index.php?title=Render_TOP&oldid=32279\"",
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      "description": "camera - Specifies which Cameras to look through when rendering the scene. You can specify multiple cameras and retrieve each camera image using the Render Select .",
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      "id": null,
      "name": "Multi-Camera Hint",
      "label": "Multi-Camera Hint",
      "group": "General",
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      "dataType": "number",
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      "description": "multicamerahint -  - Helps the Render  optimize rendering when multiple cameras are used. Controls the Multi-Camera Rendering behavior for this node.\n\n automatic - The node will decide based on the  and setup if Multi-Camera Rendering can be used and enable it if possible. Currently Multi-Camera rendering works for 2D and Cube Map renders on supported GPUs. For 2D renders multiple cameras can not be rendered in a single pass if their 'Camera Light Mask' parameters don't result in the same lights being used in the scene. Use of Depth Peeling or Order Independent Transparency will also disable Multi-Camera rendering. off - Forces Multi-Camera Render to be disabled, so each camera is rendered one pass at a time. stereocameras - Should be set only if the pair of cameras have transform/projection matrices that result in a difference only in the X-axis after being applied, as is the case for most VR headsets. Other differences between the cameras such as FOV, near/far plane etc will be ignored, and the values form the first camera will be used. This hint allows the  to run faster for this particular case, when appropriate hardware is available.",
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      "id": null,
      "name": "Automatic",
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      "description": "automatic - The node will decide based on the  and setup if Multi-Camera Rendering can be used and enable it if possible. Currently Multi-Camera rendering works for 2D and Cube Map renders on supported GPUs. For 2D renders multiple cameras can not be rendered in a single pass if their 'Camera Light Mask' parameters don't result in the same lights being used in the scene. Use of Depth Peeling or Order Independent Transparency will also disable Multi-Camera rendering. off - Forces Multi-Camera Render to be disabled, so each camera is rendered one pass at a time. stereocameras - Should be set only if the pair of cameras have transform/projection matrices that result in a difference only in the X-axis after being applied, as is the case for most VR headsets. Other differences between the cameras such as FOV, near/far plane etc will be ignored, and the values form the first camera will be used. This hint allows the  to run faster for this particular case, when appropriate hardware is available.",
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      "id": null,
      "name": "Geometry",
      "label": "Geometry",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
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      "description": "geometry - Specifies which Geometry will be included in the rendered scene. You can use Pattern Matching to specify objects using patterns. Example: geo* ^geo7 will render all Geometry components whose names start with geo except geo7.",
      "tooltip": "",
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      "units": "",
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      "isReadOnly": false,
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      "id": null,
      "name": "Lights",
      "label": "Lights",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
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      "defaultValue": null,
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      "description": "lights - Specifies which Lights will be used to render the scene. You can use Pattern Matching here as well.",
      "tooltip": "",
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      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
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      "id": null,
      "name": "Anti-Alias",
      "label": "Anti-Alias",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
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      "description": "antialias -  - Sets the level of anti-aliasing in the scene. Setting this to higher values uses more graphics memory.\n\n aa1 - aa2 - aa4 - aa8mid - aa8high - aa16low - aa16mid - aa16high - aa32 -",
      "tooltip": "",
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      "id": null,
      "name": "1x (Off)",
      "label": "1x (Off)",
      "group": "General",
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      "description": "aa1 - aa2 - aa4 - aa8mid - aa8high - aa16low - aa16mid - aa16high - aa32 -",
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      "id": null,
      "name": "Render Mode",
      "label": "Render Mode",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
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      "description": "rendermode -  - You can render different projections:  normal 2D, Cube Map, Fish Eye (180), or Dual Paraboloid. The Cube Map renders 6 views as needed for environment maps in the Phong MAT and Environment Light COMP. \t\t\nSee also the Cube Map TOP and the Projection TOP.\n\n\n render2d - cubemap - fisheye180 - dualparaboloid - uvunwrap - cubemapods -",
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      "id": null,
      "name": "2D",
      "label": "2D",
      "group": "General",
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      "description": "render2d - cubemap - fisheye180 - dualparaboloid - uvunwrap - cubemapods -",
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      "isReadOnly": false,
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      "id": null,
      "name": "Positive Sides",
      "label": "Positive Sides",
      "group": "General",
      "page": "",
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      "description": "posside -  - When Render Mode is Cube Map, specify which sides if the cube map are rendered, +X, +Y, or +Z.\n\n possidex - possidey - possidez -",
      "tooltip": "",
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      "description": "possidex - possidey - possidez -",
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      "id": null,
      "name": "Negative Sides",
      "label": "Negative Sides",
      "group": "General",
      "page": "",
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      "description": "negside -  - When Render Mode is Cube Map, specify which sides if the cube map are rendered, -X, -Y, or -Z.\n\n negsidex - negsidey - negsidez -",
      "tooltip": "",
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      "isReadOnly": false,
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      "id": null,
      "name": "Negative Sides",
      "label": "Negative Sides",
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      "description": "negsidex - negsidey - negsidez -",
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    {
      "id": null,
      "name": "UV Unwrap Coord",
      "label": "UV Unwrap Coord",
      "group": "General",
      "page": "",
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      "dataType": "number",
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      "defaultValue": null,
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      "description": "uvunwrapcoord -  - When Render Mode is UV Unwrap Coord, select which Texture Layer the coordinates are rendered to,\n\n uv0 - uv1 - uv2 - uv3 - uv4 - uv5 - uv6 - uv7 -",
      "tooltip": "",
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    {
      "id": null,
      "name": "Texture Layer 0 (uv[0-2])",
      "label": "Texture Layer 0 (uv[0-2])",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
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      "description": "uv0 - uv1 - uv2 - uv3 - uv4 - uv5 - uv6 - uv7 -",
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      "id": null,
      "name": "UV Unwrap Coord Attribute",
      "label": "UV Unwrap Coord Attribute",
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      "id": null,
      "name": "Transparency",
      "label": "Transparency",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
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      "description": "transparency -  - Helps to render transparent geometry in proper depth order. This eliminates the need to sort the geometry based on distance from camera. This process is multi-pass. For every pixel the closest surface is rendered in the first pass, the second closest surface second, up to the number of passes specified by the  parameter below. Turning this option on will disable some advanced features in the Render , as well as anti-aliasing.\t\t\nThe feature is a pixel-based approach, not object-based. So its performance is not directly related to the number of objects, but rather how they are layered.\t\t\t\t\nIt uses a technique called Depth Peeling. First you render the normal frame. On your next render you peel away all of the pixels you saw in the first frame, and reveal the pixels underneath them. The next frame you do the same, peeling away the pixels you could see from the 2nd render. And so on. Once all of the renders are done, you re composite each layer Over the other, starting at the farthest back layer.\t\t\t\t\nIf you take a sphere for example, you'll need to do 2 passes, the first one for the front of the sphere, and then 2nd will be the inside of the sphere.\t\t\t\t\nIf you have 10 spheres, one behind the other. You'll need 19-20 passes to get the correct image.\t\t\t\t\nIf you have 10 spheres, each next to each other across the screen, you'll only need 2 passes.\t\t\t\t\nIn reality though you will only need 3-5 passes to get an image that's acceptable. It may not be 100% correct, but it'll look pretty close to correct.\t\t\t\t\nEach pass is a full render, so each pass adds significant overhead.\n\n\n sortedblending - orderind - alphatocoverage -",
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      "label": "Crop Left",
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      "description": "image0res -  - The resolution the image should be.\n\n image0resw - image0resh -",
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      "isReadOnly": false,
      "isAdvanced": false,
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      "description": "useoutput - Use the same pilxe format that the Render TOPs main texture is set to be. rgba8fixed - srgba8fixed - rgba16float - rgba32float - _separator_ - rgb10a2fixed - rgba16fixed - rgba11float - mono8fixed - mono16fixed - mono16float - mono32float - rg8fixed - rg16fixed - rg16float - rg32float - a8fixed - a16fixed - a16float - a32float - monoalpha8fixed - monoalpha16fixed - monoalpha16float - monoalpha32float -",
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      "description": "image0type -  - Specify what type of texture to create with the image output.\n\n texture2d - texture2darray - texture3d - texturecube -",
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      "defaultValue": null,
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      "description": "texture2d - texture2darray - texture3d - texturecube -",
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      "description": "image0depth - Set the depth when output Type is 2D Texture Array or 3D Texture.",
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      "description": "writeonly - readwrite -",
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      "name": "Output Resolution",
      "label": "Output Resolution",
      "group": "General",
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      "label": "Use Input",
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      "name": "Aspect",
      "label": "Aspect",
      "group": "General",
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      "dataType": "number",
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      "defaultValue": null,
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      "description": "aspect -  - Use when Output Aspect parameter is set to Custom Aspect.\n\n aspect1 - aspect2 -",
      "tooltip": "",
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      "examples": [],
      "isReadOnly": false,
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      "isAnimatable": true,
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      "id": null,
      "name": "Aspect1",
      "label": "Aspect1",
      "group": "General",
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      "type": "float",
      "dataType": "number",
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      "description": "aspect1 - aspect2 -",
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    {
      "id": null,
      "name": "Aspect Menu",
      "label": "Aspect Menu",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
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      "allowCustom": false,
      "maxLength": null,
      "pattern": null,
      "isArray": false,
      "arraySize": 1,
      "dimensions": 1,
      "description": "armenu - A drop-down menu with some commonly used aspect ratios.",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
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    {
      "id": null,
      "name": "Input Smoothness",
      "label": "Input Smoothness",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
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      "description": "inputfiltertype -  - This controls pixel filtering on the input image of the .\n\n nearest - Uses nearest pixel or accurate image representation. Images will look jaggy when viewing at any zoom level other than Native . linear - Uses linear filtering between pixels. This is how you get  images in viewers to look good at various zoom levels, especially useful when using any Fill Viewer setting other than Native . mipmap - Uses  mipmap filtering when scaling images. This can be used to reduce artifacts and sparkling in moving/scaling images that have lots of detail.",
      "tooltip": "",
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      "order": 0,
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      "lastUpdated": "2025-08-07T07:50:08.694Z",
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      "id": null,
      "name": "Nearest Pixel",
      "label": "Nearest Pixel",
      "group": "General",
      "page": "",
      "type": "float",
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      "defaultValue": null,
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      "description": "nearest - Uses nearest pixel or accurate image representation. Images will look jaggy when viewing at any zoom level other than Native . linear - Uses linear filtering between pixels. This is how you get  images in viewers to look good at various zoom levels, especially useful when using any Fill Viewer setting other than Native . mipmap - Uses  mipmap filtering when scaling images. This can be used to reduce artifacts and sparkling in moving/scaling images that have lots of detail.",
      "tooltip": "",
      "help": "",
      "units": "",
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      "isReadOnly": false,
      "isAdvanced": false,
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      "id": null,
      "name": "Fill Viewer",
      "label": "Fill Viewer",
      "group": "General",
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      "dataType": "number",
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      "defaultValue": null,
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      "description": "fillmode -  - Determine how the  image is displayed in the viewer.\nNOTE:To get an understanding of how TOPs work with images, you will want to set this to Native  as you lay down TOPs when starting out. This will let you see what is actually happening without any automatic viewer resizing.\n\n\n useinput - Uses the same Fill Viewer settings as it's input. fill - Stretches the image to fit the edges of the viewer. width - Stretches image to fit viewer horizontally. height - Stretches image to fit viewer vertically. best - Stretches or squashes image so no part of image is cropped. outside - Stretches or squashes image so image fills viewer while constraining it's proportions. This often leads to part of image getting cropped by viewer. nativeres - Displays the native resolution of the image in the viewer.",
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      "isReadOnly": false,
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      "isHidden": false,
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      "order": 0,
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      "name": "Use Input",
      "label": "Use Input",
      "group": "General",
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      "description": "useinput - Uses the same Fill Viewer settings as it's input. fill - Stretches the image to fit the edges of the viewer. width - Stretches image to fit viewer horizontally. height - Stretches image to fit viewer vertically. best - Stretches or squashes image so no part of image is cropped. outside - Stretches or squashes image so image fills viewer while constraining it's proportions. This often leads to part of image getting cropped by viewer. nativeres - Displays the native resolution of the image in the viewer.",
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      "name": "Viewer Smoothness",
      "label": "Viewer Smoothness",
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      "description": "filtertype -  - This controls pixel filtering in the viewers.\n\n nearest - Uses nearest pixel or accurate image representation. Images will look jaggy when viewing at any zoom level other than Native . linear - Uses linear filtering between pixels. Use this to get  images in viewers to look good at various zoom levels, especially useful when using any Fill Viewer setting other than Native . mipmap - Uses  mipmap filtering when scaling images. This can be used to reduce artifacts and sparkling in moving/scaling images that have lots of detail. When the input is 32-bit float format, only nearest filtering will be used (regardless of what is selected).",
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      "description": "nearest - Uses nearest pixel or accurate image representation. Images will look jaggy when viewing at any zoom level other than Native . linear - Uses linear filtering between pixels. Use this to get  images in viewers to look good at various zoom levels, especially useful when using any Fill Viewer setting other than Native . mipmap - Uses  mipmap filtering when scaling images. This can be used to reduce artifacts and sparkling in moving/scaling images that have lots of detail. When the input is 32-bit float format, only nearest filtering will be used (regardless of what is selected).",
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      "id": null,
      "name": "Passes",
      "label": "Passes",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
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      "description": "npasses - Duplicates the operation of the  the specified number of times. For every pass after the first it takes the result of the previous pass and replaces the node's first input with the result of the previous pass. One exception to this is the GLSL TOP when using compute shaders, where the input will continue to be the connected 's image.",
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      "id": null,
      "name": "Channel Mask",
      "label": "Channel Mask",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
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      "defaultValue": null,
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      "description": "chanmask - Allows you to choose which channels (R, G, B, or A) the  will operate on. All channels are selected by default.",
      "tooltip": "",
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      "isReadOnly": false,
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    {
      "id": null,
      "name": "Pixel Format",
      "label": "Pixel Format",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
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      "defaultValue": null,
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      "description": "format -  - Format used to store data for each channel in the image (ie. R, G, B, and A). Refer to Pixel Formats for more information.\n\n useinput - Uses the input's pixel format. rgba8fixed - Uses 8-bit integer values for each channel. srgba8fixed - Uses 8-bit integer values for each channel and stores color in sRGB colorspace. Note that this does not apply an sRGB curve to the pixel values, it only stores them using an sRGB curve. This means more data is used for the darker values and less for the brighter values. When the values are read downstream they will be converted back to linear. For more information refer to sRGB. rgba16float - Uses 16-bits per color channel, 64-bits per pixel. rgba32float - Uses 32-bits per color channel, 128-bits per pixels. rgb10a2fixed - Uses 10-bits per color channel and 2-bits for alpha, 32-bits total per pixel. rgba16fixed - Uses 16-bits per color channel, 64-bits total per pixel. rgba11float - A RGB floating point format that has 11 bits for the Red and Green channels, and 10-bits for the Blue , 32-bits total per pixel (therefore the same memory usage as 8-bit RGBA). The Alpha channel in this format will always be 1. Values can go above one, but can't be negative. ie. the range is [0, infinite). rgb16float - rgb32float - mono8fixed - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 8-bits per pixel. mono16fixed - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 16-bits per pixel. mono16float - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 16-bits per pixel. mono32float - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 32-bits per pixel. rg8fixed - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 8-bits per channel, 16-bits total per pixel. rg16fixed - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 16-bits per channel, 32-bits total per pixel. rg16float - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 16-bits per channel, 32-bits total per pixel. rg32float - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 32-bits per channel, 64-bits total per pixel. a8fixed - An Alpha only format that has 8-bits per channel, 8-bits per pixel. a16fixed - An Alpha only format that has 16-bits per channel, 16-bits per pixel. a16float - An Alpha only format that has 16-bits per channel, 16-bits per pixel. a32float - An Alpha only format that has 32-bits per channel, 32-bits per pixel. monoalpha8fixed - A 2 channel format, one value for RGB and one value for Alpha. 8-bits per channel, 16-bits per pixel. monoalpha16fixed - A 2 channel format, one value for RGB and one value for Alpha. 16-bits per channel, 32-bits per pixel. monoalpha16float - A 2 channel format, one value for RGB and one value for Alpha. 16-bits per channel, 32-bits per pixel. monoalpha32float - A 2 channel format, one value for RGB and one value for Alpha. 32-bits per channel, 64-bits per pixel.",
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      "description": "useinput - Uses the input's pixel format. rgba8fixed - Uses 8-bit integer values for each channel. srgba8fixed - Uses 8-bit integer values for each channel and stores color in sRGB colorspace. Note that this does not apply an sRGB curve to the pixel values, it only stores them using an sRGB curve. This means more data is used for the darker values and less for the brighter values. When the values are read downstream they will be converted back to linear. For more information refer to sRGB. rgba16float - Uses 16-bits per color channel, 64-bits per pixel. rgba32float - Uses 32-bits per color channel, 128-bits per pixels. rgb10a2fixed - Uses 10-bits per color channel and 2-bits for alpha, 32-bits total per pixel. rgba16fixed - Uses 16-bits per color channel, 64-bits total per pixel. rgba11float - A RGB floating point format that has 11 bits for the Red and Green channels, and 10-bits for the Blue , 32-bits total per pixel (therefore the same memory usage as 8-bit RGBA). The Alpha channel in this format will always be 1. Values can go above one, but can't be negative. ie. the range is [0, infinite). rgb16float - rgb32float - mono8fixed - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 8-bits per pixel. mono16fixed - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 16-bits per pixel. mono16float - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 16-bits per pixel. mono32float - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 32-bits per pixel. rg8fixed - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 8-bits per channel, 16-bits total per pixel. rg16fixed - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 16-bits per channel, 32-bits total per pixel. rg16float - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 16-bits per channel, 32-bits total per pixel. rg32float - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 32-bits per channel, 64-bits total per pixel. a8fixed - An Alpha only format that has 8-bits per channel, 8-bits per pixel. a16fixed - An Alpha only format that has 16-bits per channel, 16-bits per pixel. a16float - An Alpha only format that has 16-bits per channel, 16-bits per pixel. a32float - An Alpha only format that has 32-bits per channel, 32-bits per pixel. monoalpha8fixed - A 2 channel format, one value for RGB and one value for Alpha. 8-bits per channel, 16-bits per pixel. monoalpha16fixed - A 2 channel format, one value for RGB and one value for Alpha. 16-bits per channel, 32-bits per pixel. monoalpha16float - A 2 channel format, one value for RGB and one value for Alpha. 16-bits per channel, 32-bits per pixel. monoalpha32float - A 2 channel format, one value for RGB and one value for Alpha. 32-bits per channel, 64-bits per pixel.",
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