@bottobot/td-mcp
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TouchDesigner MCP Server v2.8.0 - 21 MCP tools, 629 operators with clean parameter data, 69 Python API classes, 14 tutorials, 32 workflow patterns. Includes version system, experimental techniques KB, core tool enhancements, and experimental build support
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{
"id": "phong_mat",
"name": "Phong MAT",
"displayName": "Phong MAT",
"category": "MAT",
"subcategory": "Classic",
"version": "",
"lastUpdated": "2025-08-07T07:50:07.450Z",
"sourceFile": "C:\\Program Files\\Derivative\\TouchDesigner\\Samples\\Learn\\OfflineHelp\\https.docs.derivative.ca\\Phong_MAT.htm",
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"description": "The Phong MAT creates a material using the Phong Shading model. It has support for textures, reflections, bumps, cone lights, rim lights, alpha maps and more. You can output its GLSL shader into two DATs for further adaptation in a GLSL MAT by using the Output Shader parameter.",
"summary": "The Phong MAT creates a material using the Phong Shading model. It has support for textures, reflections, bumps, cone lights, rim lights, alpha maps and more. You can output its GLSL shader into two D",
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"description": "diff - - The color of the diffuse light reflected from the material.\n\n diffr - diffg - diffb -",
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"description": "amb - - The color of the ambient light reflected from the material.\n\n ambr - ambg - ambb -",
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"description": "spec - - The color of the specular light reflected from the material. This changes the color of the highlights on shiney objects.\n\n specr - specg - specb -",
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"description": "emit - - This is the color that the material will emit even if there is no light.\n\n emitr - emitg - emitb -",
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"description": "constant - - Adds to the final color. Where there are point colors, finalcolor += Color * Constant Color. This behaves like there is ambient illumination of 1 1 1. It is not affected by textures or transparency.\n\n constantr - constantg - constantb -",
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"description": "shininess - Controls the specular highlights (glossyness) of an object. Higher settings are more glossy, like plastic or shiny metal. Lower settings give more of a matte finish.",
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"description": "colormap - - Specifies a texture that is multiplied by the results of all of the lighting calculations. The alpha of this map is used as a part of calculating the objects alpha. Clicking on the arrows to the right of the map field will open the Texture Sampling Parameters for Color Map. The other Map parameters below will have their own Texture Sampling Parameters as well.\n\n colormapextendu - - \n\n hold - zero - repeat - mirror -\n\n colormapextendv - - \n\n hold - zero - repeat - mirror -\n\n colormapextendw - - \n\n hold - zero - repeat - mirror -\n\n colormapfilter - - \n\n nearest - linear - mipmaplinear -\n\n colormapanisotropy - - \n\n off - 2x - 4x - 8x - 16x -\n\n colormapcoord - - \n\n uv0 - uv1 - uv2 - uv3 - uv4 - uv5 - uv6 - uv7 - screenspace -\n\n colormapcoordinterp - - \n\n perspectivecorrect - linear -",
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"description": "normalmap - - Uses a Normal Map from TOPs to create a 'bump map' effect. Bump-mapping simulates bumps or wrinkles in a surface to give it a 3D depth effect. Your geometry must have tangent attributes created for this feature to work (T[4]). Create these using the Attribute Create SOP.\n\n normalmapextendu - - \n\n hold - zero - repeat - mirror -\n\n normalmapextendv - - \n\n hold - zero - repeat - mirror -\n\n normalmapextendw - - \n\n hold - zero - repeat - mirror -\n\n normalmapfilter - - \n\n nearest - linear - mipmaplinear -\n\n normalmapanisotropy - - \n\n off - 2x - 4x - 8x - 16x -\n\n normalmapcoord - - \n\n uv0 - uv1 - uv2 - uv3 - uv4 - uv5 - uv6 - uv7 - screenspace -\n\n normalmapcoordinterp - - \n\n perspectivecorrect - linear -",
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"description": "bumpscale - A multiplier for the 'bump effect' created by the Normal Map parameter.",
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"description": "heightmapenable - Enables height mapping.",
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"description": "heightmap - - Specifies a height texture map. The height map is used in conjunction with the normal map to perform parallax mapping.\n\n heightmapextendu - - \n\n hold - zero - repeat - mirror -\n\n heightmapextendv - - \n\n hold - zero - repeat - mirror -\n\n heightmapextendw - - \n\n hold - zero - repeat - mirror -\n\n heightmapfilter - - \n\n nearest - linear - mipmaplinear -\n\n heightmapanisotropy - - \n\n off - 2x - 4x - 8x - 16x -\n\n heightmapcoord - - \n\n uv0 - uv1 - uv2 - uv3 - uv4 - uv5 - uv6 - uv7 - screenspace -\n\n heightmapcoordinterp - - \n\n perspectivecorrect - linear -\n\n heightmapchannelsource - - \n\n luminance - red - green - blue - alpha - rgbaverage - average -",
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"description": "parallaxscale - Scale value applied to the height map. Can be used to increase or exaggerate the effect.",
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"description": "parallaxocclusion - Enables parallax occlusion, an enhancement of the parallax mapping technique used with the height map. Parallax occlusion improves the quality of the texture offsetting in parallax mapping so that the higher parts of the height map appear to occlude the lower parts, giving a better illusion of height.",
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"description": "displaceverts - When Enable Height Map above is On, setting Displace to On will enable true displacement mapping where the vertices of the geometry are displaced based on the Height Map texture and the parameters below.",
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"description": "displacescale - A multiplier for the displacement amount.",
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"description": "displacemid - Sets the middle point of displacement map as the start position for the displacement effect.",
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"name": "Diffuse Map",
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"description": "diffusemap - - Specifies a that multiples the Diffuse Color. The object must have texture coordinates. The alpha of this map is ignored.\n\n diffusemapextendu - - \n\n hold - zero - repeat - mirror -\n\n diffusemapextendv - - \n\n hold - zero - repeat - mirror -\n\n diffusemapextendw - - \n\n hold - zero - repeat - mirror -\n\n diffusemapfilter - - \n\n nearest - linear - mipmaplinear -\n\n diffusemapanisotropy - - \n\n off - 2x - 4x - 8x - 16x -\n\n diffusemapcoord - - \n\n uv0 - uv1 - uv2 - uv3 - uv4 - uv5 - uv6 - uv7 - screenspace -\n\n diffusemapcoordinterp - - \n\n perspectivecorrect - linear -",
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"description": "specmap - - Specifies a texture that is multiplied with the Specular color parameter of the material. The object must have texture coordinates. The alpha of this map is ignored.\n\n specmapextendu - - \n\n hold - zero - repeat - mirror -\n\n specmapextendv - - \n\n hold - zero - repeat - mirror -\n\n specmapextendw - - \n\n hold - zero - repeat - mirror -\n\n specmapfilter - - \n\n nearest - linear - mipmaplinear -\n\n specmapanisotropy - - \n\n off - 2x - 4x - 8x - 16x -\n\n specmapcoord - - \n\n uv0 - uv1 - uv2 - uv3 - uv4 - uv5 - uv6 - uv7 - screenspace -\n\n specmapcoordinterp - - \n\n perspectivecorrect - linear -",
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"description": "emitmap - - Specifies a texture that is multiplied with the Emit color parameter of the material. The object must have texture coordinates. The alpha of this map is ignored.\n\n emitmapextendu - - \n\n hold - zero - repeat - mirror -\n\n emitmapextendv - - \n\n hold - zero - repeat - mirror -\n\n emitmapextendw - - \n\n hold - zero - repeat - mirror -\n\n emitmapfilter - - \n\n nearest - linear - mipmaplinear -\n\n emitmapanisotropy - - \n\n off - 2x - 4x - 8x - 16x -\n\n emitmapcoord - - \n\n uv0 - uv1 - uv2 - uv3 - uv4 - uv5 - uv6 - uv7 - screenspace -\n\n emitmapcoordinterp - - \n\n perspectivecorrect - linear -",
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"description": "envmap - - Uses a texture to define an environment map for the material. Environment mapping simulates an object reflecting its surroundings. The defined in this parameter is the texture that will be reflected. The Env Map is added to whatever the normal lighting will be, so to make an object purely reflective turn the Diffuse and Specular parameters to 0. This input expects a sphere map. An example of a sphere map can be found here. This input will also accept a cube map, created with the Cube Map TOP or the Render TOP's Render Cube Map parameter.\n\n envmapextendu - - \n\n hold - zero - repeat - mirror -\n\n envmapextendv - - \n\n hold - zero - repeat - mirror -\n\n envmapextendw - - \n\n hold - zero - repeat - mirror -\n\n envmapfilter - - \n\n nearest - linear - mipmaplinear -\n\n envmapanisotropy - - \n\n off - 2x - 4x - 8x - 16x -",
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"description": "envmapcolor - - This color is multiplied with the texture specified by the parameter above.\n\n envmapcolorr - envmapcolorg - envmapcolorb -",
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"description": "envmaprotate - - Rotate the texture specified by the parameter above.\n\n envmaprotatex - envmaprotatey - envmaprotatez -",
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"description": "envmaprotatex - envmaprotatey - envmaprotatez -",
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{
"id": null,
"name": "Environment Map 2D Type",
"label": "Environment Map 2D Type",
"group": "General",
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"type": "float",
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"description": "envmaptype2d - - Select between using a sphere map or an equirectangular map as the Environment Map type.\n\n spheremap - equirect -",
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"id": null,
"name": "Sphere Map",
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"group": "General",
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"description": "spheremap - equirect -",
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"id": null,
"name": "Polygon Front Faces",
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"type": "float",
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"description": "frontfacelit - - Controls how the polygon's normal is used to light the front face of the polygon. For more information refer to the Two-Sided Lighting article.\n\n uselight - frontlit - backlit -",
"tooltip": "",
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"id": null,
"name": "Use Per-Light(s) Parameter",
"label": "Use Per-Light(s) Parameter",
"group": "General",
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"description": "uselight - frontlit - backlit -",
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"description": "backfacelit - - Controls how the polygon's normal is used to light the back face of the polygon. For more information refer to the Two-Sided Lighting article.\n\n uselight - frontlit - backlit -",
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"id": null,
"name": "Output Shader...",
"label": "Output Shader...",
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"description": "outputshader - This button will bring up a dialog that will create a GLSL MAT and Text DATs with shader code that matches whatever effect this Phong is currently creating. Since shaders are dependent on the number and type of lights, it will list some possible different shader choices, based on what lighting configurations have been used in the current system. If no shaders are listed in the dialog, it means no shader has been rendered in the current session of TouchDesigner. Turn on the viewer for the Phong , or setup a render in a Render . That will create/compile some shaders and will cause the list to be populated. For example if you want to see a shader that does shadow mapping, setup a render that does shadow mapping and you will see that come up in the list.",
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"name": "Alpha Map",
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"description": "alphamap - - This map multiplies the alpha of the object. It uses the red channel of the map, other channels are ignored.\n\n alphamapextendu - - \n\n hold - zero - repeat - mirror -\n\n alphamapextendv - - \n\n hold - zero - repeat - mirror -\n\n alphamapextendw - - \n\n hold - zero - repeat - mirror -\n\n alphamapfilter - - \n\n nearest - linear - mipmaplinear -\n\n alphamapanisotropy - - \n\n off - 2x - 4x - 8x - 16x -\n\n alphamapcoord - - \n\n uv0 - uv1 - uv2 - uv3 - uv4 - uv5 - uv6 - uv7 - screenspace -\n\n alphamapcoordinterp - - \n\n perspectivecorrect - linear -",
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"name": "Uniform Alpha",
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"description": "alphamode - Turning this off will make the alpha change depending on orientation of each polygon's normal compared to the camera. Normals that are pointing at the camera will results in the polygon having an alpha of Alpha Front. Normals that are perpendicular to the camera (facing sideways/up/down) will have Alpha Side for their alpha.",
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"description": "alphafront - The opacity of the material. This parameter is multiplied by point alpha of the object (as will as any other alpha source).",
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"description": "alphaside - This is used for non-uniform alpha. It is the alpha value polygons that are facing away from the camera will get.",
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"name": "Alpha Rolloff",
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"description": "rolloff - Controls how the alpha changes from Alpha Front to Alpha Side.",
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"id": null,
"name": "Post-Mult Color by Alpha",
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"description": "postmultalpha - At the end of all of the calculations, the color (RGB) is multiplied by the calculated alpha. You can stop this from happening by turning off this toggle.",
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"id": null,
"name": "Mult Alpha by Light Luminance",
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"description": "alphamultlight - When this is enabled, the luminance of the lighting will be multiplied by the alpha, to decrease/increase it.",
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"id": null,
"name": "Multi-Texturing (Disables Color Map)",
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"description": "multitexturing - Enables multi-texturing. This disables the Color Map parameter.",
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"id": null,
"name": "Texture 1",
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"description": "texture1 - - You can specify up to 4 textures for multi-texturing.\n\n texture1mapextendu - - \n\n hold - zero - repeat - mirror -\n\n texture1mapextendv - - \n\n hold - zero - repeat - mirror -\n\n texture1mapextendw - - \n\n hold - zero - repeat - mirror -\n\n texture1mapfilter - - \n\n nearest - linear - mipmaplinear -\n\n texture1mapanisotropy - - \n\n off - 2x - 4x - 8x - 16x -\n\n texture1coord - - Specifies which texture coordinate to use for the map.\n\n uv0 - uv1 - uv2 - uv3 - uv4 - uv5 - uv6 - uv7 - screenspace -\n\n texture1coordinterp - - \n\n perspectivecorrect - linear -",
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"description": "texture2 - - You can specify up to 4 textures for multi-texturing.\n\n texture2mapextendu - - \n\n hold - zero - repeat - mirror -\n\n texture2mapextendv - - \n\n hold - zero - repeat - mirror -\n\n texture2mapextendw - - \n\n hold - zero - repeat - mirror -\n\n texture2mapfilter - - \n\n nearest - linear - mipmaplinear -\n\n texture2mapanisotropy - - \n\n off - 2x - 4x - 8x - 16x -\n\n texture2coord - - Specifies which texture coordinate to use for the map.\n\n uv0 - uv1 - uv2 - uv3 - uv4 - uv5 - uv6 - uv7 - screenspace -\n\n texture2coordinterp - - \n\n perspectivecorrect - linear -",
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"description": "texture3 - - You can specify up to 4 textures for multi-texturing.\n\n texture3mapextendu - - \n\n hold - zero - repeat - mirror -\n\n texture3mapextendv - - \n\n hold - zero - repeat - mirror -\n\n texture3mapextendw - - \n\n hold - zero - repeat - mirror -\n\n texture3mapfilter - - \n\n nearest - linear - mipmaplinear -\n\n texture3mapanisotropy - - \n\n off - 2x - 4x - 8x - 16x -\n\n texture3coord - - Specifies which texture coordinate to use for the map.\n\n uv0 - uv1 - uv2 - uv3 - uv4 - uv5 - uv6 - uv7 - screenspace -\n\n texture3coordinterp - - \n\n perspectivecorrect - linear -",
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"id": null,
"name": "Texture 4",
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"description": "texture4 - - You can specify up to 4 textures for multi-texturing.\n\n texture4mapextendu - - \n\n hold - zero - repeat - mirror -\n\n texture4mapextendv - - \n\n hold - zero - repeat - mirror -\n\n texture4mapextendw - - \n\n hold - zero - repeat - mirror -\n\n texture4mapfilter - - \n\n nearest - linear - mipmaplinear -\n\n texture4mapanisotropy - - \n\n off - 2x - 4x - 8x - 16x -\n\n texture4coord - - Specifies which texture coordinate to use for the map.\n\n uv0 - uv1 - uv2 - uv3 - uv4 - uv5 - uv6 - uv7 - screenspace -\n\n texture4coordnterp - - \n\n perspectivecorrect - linear -",
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"description": "multitexexpr - GLSL code that combines the texture images (look to the start of this section for more details). This parameter can be left blank (which means the maps will just be multiplied together).",
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"id": null,
"name": "Rim Light",
"label": "Rim Light",
"group": "General",
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"type": "float",
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"description": "Sequence of rim light info",
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{
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"name": "Enable",
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"description": "rimlight0enable - Enables this rim light.",
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"name": "Color",
"label": "Color",
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"description": "rimlight0color - - The color of the rim light.\n\n rimlight0colorr - rimlight0colorg - rimlight0colorb -",
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"name": "Center",
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"type": "float",
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"description": "rimlight0center - The center of the rim lights location, situated somewhere on a 360 degree circle.",
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"description": "rimlight0width - How far from the center the rim light extends.",
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"name": "Strength",
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"description": "rimlight0strength - Controls the brightness of the rim light.",
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"description": "rimlight0strengthramp - You can specify a horizontal ramp (it will sample the texture at v = 0.5), which controls the the rim lights strength.",
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"name": "Shadow Strength",
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"description": "shadowstrength - This parameter will control how much being in a shadow will change the color of the lighting. At 1 the object will take on the parameter, at 0 it will behave as if it's not in a shadow, even if it is.",
"tooltip": "",
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"name": "Shadow Color",
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"description": "shadowcolor - - The color that will be used in shadowed areas.\n\n shadowcolorr - shadowcolorg - shadowcolorb -",
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"name": "Darkness Emit",
"label": "Darkness Emit",
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"type": "float",
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"description": "darknessemit - The Phong calculates the current brightness of color of the objects, after taking into account lights, rim lights, emission etc. It then uses this brightness (between 0-1) and fades in the . The darker the area, the more of the darkness emit color that will be applied.",
"tooltip": "",
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"description": "darknessemitcolor - - The color that is used for areas that are in darkness.\n\n darknessemitcolorr - darknessemitcolorg - darknessemitcolorb -",
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"id": null,
"name": "Darkness Emit Map",
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"description": "darknessemitmap - - This map multiplies the . This maps alpha is not used.\n\n darknessemitmapextendu - - \n\n hold - zero - repeat - mirror -\n\n darknessemitmapextendv - - \n\n hold - zero - repeat - mirror -\n\n darknessemitmapextendw - - \n\n hold - zero - repeat - mirror -\n\n darknessemitmapfilter - - \n\n nearest - linear - mipmaplinear -\n\n darknessemitmapanisotropy - - \n\n off - 2x - 4x - 8x - 16x -\n\n darknessemitmapcoord - - \n\n uv0 - uv1 - uv2 - uv3 - uv4 - uv5 - uv6 - uv7 - screenspace -\n\n darknessemitmapcoordinterp - - \n\n perspectivecorrect - linear -",
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"name": "Secondary Specular",
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"description": "spec2 - - Adds a secondary specular highlight color.\n\n spec2r - spec2g - spec2b -",
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"id": null,
"name": "Secondary Shininess",
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"description": "shininess2 - Controls the secondary specular highlights (glossyness) of an object. Higher settings are more glossy, like plastic or shiny metal. Lower settings give more of a matte finish.",
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"id": null,
"name": "Write Camera Space Depth to Alpha",
"label": "Write Camera Space Depth to Alpha",
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"description": "writecameradepthtoalpha - This causes the camera space depth of the pixel to be written to the alpha channel of the output . This value can be useful for post-processing effects, but ofcourse you will not have the result of all the alpha calculations if you turn this on (although they'll get used to multiply the output color, assuming is enabled.",
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"name": "Apply Point Color",
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"type": "float",
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"description": "applypointcolor - Normally the color attribute (Cd[4]) coming from the is used in the lighting calculation, you can turn off using the color attribute by un-checking this parameter.",
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"id": null,
"name": "Instance Texture",
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"description": "instancetexture - - When provider per-instance textures in the Geometry COMP, this parameter selects which map the instance texture will be applied as.\n\n colormap - normalmap - diffusemap - specmap - emitmap - alphamap - darknessemitmap - rimlight0map -",
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"id": null,
"name": "Color Buffer",
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"type": "float",
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"description": "blending - This toggle enables and disables blending. However see the wiki article Transparency.",
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