@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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JSON
{
"id": "point_sprite_mat",
"name": "Point Sprite MAT",
"displayName": "Point Sprite MAT",
"category": "MAT",
"subcategory": "Materials",
"version": "",
"lastUpdated": "2025-08-07T07:50:07.723Z",
"sourceFile": "C:\\Program Files\\Derivative\\TouchDesigner\\Samples\\Learn\\OfflineHelp\\https.docs.derivative.ca\\Point_Sprite_MAT.htm",
"url": "",
"description": "The Point Sprite MAT allows you to control some attributes of Point Sprites (creatable using the Particle SOP, DAT to SOP, or Convert SOP). You can apply color, a color map, change the size of the created point sprite from a square to a rectangle, and scale the size of the point sprite.",
"summary": "The Point Sprite MAT allows you to control some attributes of Point Sprites (creatable using the Particle SOP, DAT to SOP, or Convert SOP). You can apply color, a color map, change the size of the cre",
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{
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"description": "The color of the light reflected from the material.",
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"description": "colorr - colorg - colorb -",
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"description": "alpha - The opacity of the material. This parameter is multiplied by point alpha of the object.",
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"name": "Post-Mult Color by Alpha",
"label": "Post-Mult Color by Alpha",
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"description": "postmultalpha - Enable/disable multiplying color by alpha.",
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"description": "colormap - - The color map to apply to the sprites. The Color Map will be multiplied by the color of the sprites. The Color Map parameter can also take 3D / 2D Texture Arrays (from the Texture 3D TOP for example), and the w texture coordinate will select the correct map from the array.\t\t\nThe final size of the point sprite is controlled by the pscale point attribute (if present) getting multiplied of the result of the next 6 parameters. There are two types of scale this can apply, and they are blended using the Attenuate Scale parameter to create one final point scale (which is multiplied by pscale).\n\n\n colormapextendu - - \n\n hold - zero - repeat - mirror -\n\t\t\n colormapextendv - - \n\n hold - zero - repeat - mirror -\n\t\t\n colormapextendw - - \n\n hold - zero - repeat - mirror -\n\t\t\n colormapfilter - - \n\n nearest - linear - mipmaplinear -\n\t\t\n colormapanisotropy - - \n\n off - 2x - 4x - 8x - 16x -",
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"description": "pointscale - A constant value that is applied to all points evenly. When Attenuate Scale is 0, the point sprite size will be pscale * this value.",
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"description": "attenpscale - This value blends between the Constant Scale and the Attenuated Scale. 0 means 100% constant point scale and 1 means 100% attenuated point scale.\t\t\nPoints that are closer than or at the Near distance from the camera will use the Near Scale, points between the Near Distance and Far Distance will use a blended scale between the Near Scale and the Far Scale. Points farther than the Far Distance will use the Far Scale.",
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"description": "blending - This toggle enables and disables blending. However see the wiki article Transparency.",
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"description": "srcblenda - - This value is multiplied by the alpha value of the pixel that is being written to the Color-Buffer (also know as the Source Alpha).\n\n zero - dcol - omdcol - sa - omsa - da - omda - sas - one - constantcol - omconstantcol - constanta - omconstanta -",
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"description": "destblenda - - This value is multiplied by the alpha value of the pixel currently in the Color-Buffer (also known as the Destination Alpha).\n\n one - scol - omscol - sa - omsa - da - omda - zero - dcol - omdcol - sas - constantcol - omconstantcol - constanta - omconstanta -",
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"description": "blendconstant - - \n\n blendconstantr - blendconstantg - blendconstantb -",
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"name": "Point Color Pre-Multiply",
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"description": "pointcolorpremult - - \n\n alreadypremult - premultinshader -",
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"description": "depthfunc - - The depth value of the pixel being drawn is compared to the depth value currently in the depth-buffer using this function. If the test passes then the pixel is drawn to the -Buffer. If the test fails the pixel is discarded and no changes are made to the -Buffer.\n\n less - lessorequal - equal - greater - greaterorequal - notequal - always -",
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"description": "depthwriting - If Write Depth Values is on, pixels that pass the depth-test will write their depth value to the Depth-Buffer. If this isn't on then no changes will be made to the Depth-Buffer, regardless of if the pixels drawn pass or fail the depth-test.",
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"name": "Discard Pixels Based on Alpha",
"label": "Discard Pixels Based on Alpha",
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"description": "alphatest - This enables or disables the pixel alpha test.",
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"name": "Keep Pixels with Alpha",
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"description": "alphafunc - - This menu works in conjunction with the Alpha Threshold parameter below in determining which pixels to keep based on their alpha value.\n\n less - lessorequal - greater - greaterorequal -",
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"description": "wireframe - - Enables and disables wire-frame rendering with the option of OpenGL Tesselated or Topology based wireframes.\n\n off - tesselated - topology -",
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