Geo Text COMP
Summary
The Geo Text COMP renders text in 3D. It does not read or generate a SOP as it does direct rendering using the Slug Library and can be lit and textured with any MAT material.
You can set fonts, colors, sizes, bold, italic, tracking, multi-lines like you can with the Text COMP. But because the Geo Text COMP doesn't have a boundary, width or height like the Text COMP, we substitute it with a layout box and the Layout Box parameters. The layout box has a width and height, and by default the bottom left of the layout box is placed at 0,0,0 in 3D space of the Geo Text COMP ("object space"). The Layout Box Anchor U and V let you put the center of the layout box at 0,0,0 by setting the anchors to .5, 5.
The layout box's size although you can't see it by default, is the Layout Box Size parameter. With that you can right-justify or top-justify text in the layout box, and clip to the layout box. Yu can also pad space aroud each side of the layout box.
See also the 2D equivalent Text COMP. See Text Formatting Codes for ways to override settings per-character.
Render multiple strings transformed separately: The Specification DAT and Specification CHOP allow for individual strings to be each positioned and styled independently in 3D.
Every row of the Spec DAT represents a "block" or "text block". Every Spec DAT contains a column named text
which is the string that overrides the Text parameter.
Most columns override a Geo Text COMP parameter, such as text
, tx
and fontsize
. Some column names noted below have no corresponding parameter.
The Spec CHOP can also specify values per block. When including a Spec CHOP the number of Spec CHOP samples needs to be the same number of rows as the Spec DAT following the first column header.
Parameters that can be overrided include fontsize
, fontcolor
, tracking etc., plus all the layout box and alignment parameters. Font/bold/italic are supported as columns as they are separate fonts.
Transforming text blocks: The column or channel names can include tx
, ty
, tz
and all the rotate and scale channels (which use the Transform Order parameter).
A special column/channel called append
can be used, when append
is 1
, to position one block of text relative to the end of the previous block. Regular transforms are inherited by each appended text block.
Local transforms (ltx
, lrz
, etc), can be used to apply additional transforms to a block that are not inherited by appended blocks. If the special column/channel localxform
is set to 'pre
', then the local transform is applied in world space before the inherited transforms are applied.
Note - The Geo Text COMP uses blending/transparency to create the glyphs floating in space (Each glyph is a partially transparent rectangle), so to view properly without the enclosing polygons that surround them, you need to ensure they are drawn after other geometry that they are sitting in-front of. This is usually due using the Draw Priority parameter on the 'Render' parameter page and making the value more negative than the Draw Priority of other objects. All things with the highest draw priority are drawn first, then all things with the same second higher draw priority are drawn second. If the priority is the same between two objects, then the order they are drawn is arbitrary and will possibly change. Note: Text within a Spec DAT should be setup so things in the back are earlier in the table than things in the front. It will draw row-by-row from the Spec DAT.
See OP Snippets for further transform options - relative
and append
.
The Geo Text COMP is similar to the Text COMP which is a 2D Panel.
Parameters - Text Page
mode
- ⊞ - Controls where text is generated from. Either from the 'Text' parameter, or a table DAT provided via the 'Specification DAT' parameter.
- Text
text
- The text will be generated using the contents of the 'Text' parameter.
- Specification DAT
specdat
- The text will be generated using rows and channels from the 'Specification DAT' or 'Specification CHOP' parameters.
text
- When in 'Text' mode, this specifies the text that will be rendered.
specdat
- In this mode, the Text parameter is ignored and data is taken from a DAT table given in the Specification DAT parameter. Each row of the DAT is a separate line of text, which can have different transforms, alignment, color, word wrap settings applied to them. The column headers should match the parameter name which the column is overriding. If a column entry for a particular row is left empty, then the value of the parameter is used instead. This allows a default value to be used for all rows, but allowing select rows to have different settings as needed. Transforms are not overridden, any transform that is given is applied as a pre-transform before the other transforms given by the parameters. Valid columns are currently: text, tx, ty, tz, rx, ry, rz, sx, sy, sz, px, py, pz, ltx, lty, ltz, lrx, lry, lrz, lsx, lsy, lsz, lpx, lpy, lpz, fontcolorr, fontcolorg, fontcolorb, fontalpha, allignx, aligny, alignymode, fontsize, tracking, skew, horzstretch, linespacing, wordwrap, layoutsizew, layoutsizeh, layoutanchoru, layoutanchorv, textpaddingl, textpaddingr, textpaddingb, textpaddingt, render, append, localxform
.
specchop
- Allows use of CHOP data to set parameters of text blocks defined in the Specification DAT. Each sample of the CHOP corresponds to the data rows in the Specification DAT. Only numerical data such as tx, ty, rz, fontcolorr
, etc can be provided by the CHOP.
formatcodes
- Enables the use of formatting codes in the text. For example, the code {#color(255, 0, 0);} will turn all text afterwards on that line red. See Text Formatting Codes for all available codes.
smartpunct
- Enables the use of smart punctuation. For example, pairs of quotes will be replaced with appropriate angled quotes, 3 periods will be replaced with an ellipses character and two hypens will become an em-dash.
wordwrap
- Wrap lines of text if they go beyond the width of the layout box.
Parameters - Font Page
font
- ⊞ - Select the font to be used from the dropdown menu. Available fonts are those that have been registered with the operating system. There may be a delay when selecting fonts that have not been used before as the system creates the necessary intermediate files required for rendering.
- Arial
Arial
-
- Adobe Devanagari
Adobe Devanagari
-
- Arial Black
Arial Black
-
- BIZ UDGothic
BIZ UDGothic
-
- BIZ UDMincho Medium
BIZ UDMincho Medium
-
- BIZ UDPGothic
BIZ UDPGothic
-
- BIZ UDPMincho Medium
BIZ UDPMincho Medium
-
- Bahnschrift
Bahnschrift
-
- Bahnschrift Condensed
Bahnschrift Condensed
-
- Bahnschrift Light
Bahnschrift Light
-
- Bahnschrift Light Condensed
Bahnschrift Light Condensed
-
- Bahnschrift Light SemiCondensed
Bahnschrift Light SemiCondensed
-
- Bahnschrift SemiBold
Bahnschrift SemiBold
-
- Bahnschrift SemiBold Condensed
Bahnschrift SemiBold Condensed
-
- Bahnschrift SemiBold SemiCondensed
Bahnschrift SemiBold SemiCondensed
-
- Bahnschrift SemiCondensed
Bahnschrift SemiCondensed
-
- Bahnschrift SemiLight
Bahnschrift SemiLight
-
- Bahnschrift SemiLight Condensed
Bahnschrift SemiLight Condensed
-
- Bahnschrift SemiLight SemiCondensed
Bahnschrift SemiLight SemiCondensed
-
- Book Antiqua
Book Antiqua
-
- Bookshelf Symbol 7
Bookshelf Symbol 7
-
- Calibri
Calibri
-
- Calibri Light
Calibri Light
-
- Cambria
Cambria
-
- Cambria Math
Cambria Math
-
- Candara
Candara
-
- Candara Light
Candara Light
-
- Century
Century
-
- Century Gothic
Century Gothic
-
- Comic Sans MS
Comic Sans MS
-
- Consolas
Consolas
-
- Constantia
Constantia
-
- Corbel
Corbel
-
- Corbel Light
Corbel Light
-
- Courier New
Courier New
-
- Ebrima
Ebrima
-
- Franklin Gothic Medium
Franklin Gothic Medium
-
- Gabriola
Gabriola
-
- Gadugi
Gadugi
-
- Georgia
Georgia
-
- Graphium
Graphium
-
- HoloLens MDL2 Assets
HoloLens MDL2 Assets
-
- Impact
Impact
-
- Ink Free
Ink Free
-
- Javanese Text
Javanese Text
-
- Leelawadee UI
Leelawadee UI
-
- Leelawadee UI Semilight
Leelawadee UI Semilight
-
- Lucida Console
Lucida Console
-
- Lucida Sans Unicode
Lucida Sans Unicode
-
- MS Gothic
MS Gothic
-
- MS Mincho
MS Mincho
-
- MS Outlook
MS Outlook
-
- MS PGothic
MS PGothic
-
- MS PMincho
MS PMincho
-
- MS Reference Sans Serif
MS Reference Sans Serif
-
- MS Reference Specialty
MS Reference Specialty
-
- MS UI Gothic
MS UI Gothic
-
- MT Extra
MT Extra
-
- MV Boli
MV Boli
-
- Malgun Gothic
Malgun Gothic
-
- Malgun Gothic Semilight
Malgun Gothic Semilight
-
- Marlett
Marlett
-
- Material Design Icons
Material Design Icons
-
- Material Design Icons Desktop
Material Design Icons Desktop
-
- Meiryo
Meiryo
-
- Meiryo UI
Meiryo UI
-
- Microsoft Himalaya
Microsoft Himalaya
-
- Microsoft JhengHei
Microsoft JhengHei
-
- Microsoft JhengHei Light
Microsoft JhengHei Light
-
- Microsoft JhengHei UI
Microsoft JhengHei UI
-
- Microsoft JhengHei UI Light
Microsoft JhengHei UI Light
-
- Microsoft New Tai Lue
Microsoft New Tai Lue
-
- Microsoft PhagsPa
Microsoft PhagsPa
-
- Microsoft Sans Serif
Microsoft Sans Serif
-
- Microsoft Tai Le
Microsoft Tai Le
-
- Microsoft YaHei
Microsoft YaHei
-
- Microsoft YaHei Light
Microsoft YaHei Light
-
- Microsoft YaHei UI
Microsoft YaHei UI
-
- Microsoft YaHei UI Light
Microsoft YaHei UI Light
-
- Microsoft Yi Baiti
Microsoft Yi Baiti
-
- MingLiU-ExtB
MingLiU-ExtB
-
- MingLiU_HKSCS-ExtB
MingLiU_HKSCS-ExtB
-
- Mongolian Baiti
Mongolian Baiti
-
- Myanmar Text
Myanmar Text
-
- NSimSun
NSimSun
-
- Nirmala UI
Nirmala UI
-
- Nirmala UI Semilight
Nirmala UI Semilight
-
- Noto Sans CJK JP
Noto Sans CJK JP
-
- Open Sans
Open Sans
-
- Open Sans Light
Open Sans Light
-
- Open Sans SemiBold
Open Sans SemiBold
-
- PMingLiU-ExtB
PMingLiU-ExtB
-
- PT Mono
PT Mono
-
- Palatino Linotype
Palatino Linotype
-
- Roboto
Roboto
-
- Roboto Black
Roboto Black
-
- Roboto Condensed
Roboto Condensed
-
- Roboto Medium
Roboto Medium
-
- Segoe MDL2 Assets
Segoe MDL2 Assets
-
- Segoe Print
Segoe Print
-
- Segoe Script
Segoe Script
-
- Segoe UI
Segoe UI
-
- Segoe UI Black
Segoe UI Black
-
- Segoe UI Emoji
Segoe UI Emoji
-
- Segoe UI Historic
Segoe UI Historic
-
- Segoe UI Light
Segoe UI Light
-
- Segoe UI Semibold
Segoe UI Semibold
-
- Segoe UI Semilight
Segoe UI Semilight
-
- Segoe UI Symbol
Segoe UI Symbol
-
- SimSun
SimSun
-
- SimSun-ExtB
SimSun-ExtB
-
- Sitka Banner
Sitka Banner
-
- Sitka Display
Sitka Display
-
- Sitka Heading
Sitka Heading
-
- Sitka Small
Sitka Small
-
- Sitka Subheading
Sitka Subheading
-
- Sitka Text
Sitka Text
-
- Sylfaen
Sylfaen
-
- Symbol
Symbol
-
- TSTAR TW PRO
TSTAR TW PRO
-
- Tahoma
Tahoma
-
- Times New Roman
Times New Roman
-
- Trebuchet MS
Trebuchet MS
-
- UD Digi Kyokasho N-B
UD Digi Kyokasho N-B
-
- UD Digi Kyokasho N-R
UD Digi Kyokasho N-R
-
- UD Digi Kyokasho NK-B
UD Digi Kyokasho NK-B
-
- UD Digi Kyokasho NK-R
UD Digi Kyokasho NK-R
-
- UD Digi Kyokasho NP-B
UD Digi Kyokasho NP-B
-
- UD Digi Kyokasho NP-R
UD Digi Kyokasho NP-R
-
- Verdana
Verdana
-
- Webdings
Webdings
-
- Wingdings
Wingdings
-
- Wingdings 2
Wingdings 2
-
- Wingdings 3
Wingdings 3
-
- Yu Gothic
Yu Gothic
-
- Yu Gothic Light
Yu Gothic Light
-
- Yu Gothic Medium
Yu Gothic Medium
-
- Yu Gothic UI
Yu Gothic UI
-
- Yu Gothic UI Light
Yu Gothic UI Light
-
- Yu Gothic UI Semibold
Yu Gothic UI Semibold
-
- Yu Gothic UI Semilight
Yu Gothic UI Semilight
-
- Yu Mincho
Yu Mincho
-
- Yu Mincho Demibold
Yu Mincho Demibold
-
- Yu Mincho Light
Yu Mincho Light
-
fontfile
- Specify a font file to be used for rendering the text. This option can be used for fonts that are not registered with the operating system and do not appear in the drop down menu.
bold
- Display the text in bold.
italic
- Display the text in italics.
fontsize
- The font size. This is in the same units as the geometry space. So it's arbitrary based on the size of your scene.
tracking
- Sets the horizontal spacing between characters, where 0 is default spacing, > 0 is increased spacing and < 0 is decreased spacing.
skew
- Tilts the top of the characters forwards or backwards relative to the baseline.
horzstretch
- Horizontally stretch the characters relative to their current alignment.
linespacing
- Adjust spacing between lines. The value is a multiplier of the default spacing defined by the font.
fontcolor
- ⊞ - The color for the font.
- Font Color
fontcolorr
-
- Text Color
fontcolorg
-
- Text Color
fontcolorb
-
- Font Color
fontcolorg
-
- Font Color
fontcolorb
-
fontalpha
- The alpha value for the font.
layoutanchoru
- Along with the Layout Box Anchor V, this allows shifting the layout box from it's current position left/down. It also controls how rotations will pivot around the layout box, so a 0.5, 0.5 anchor will cause rotations to move about the center of the layout box.
layoutanchorv
- The V component of the Layout Box Anchor pair.
layoutsize
- ⊞ - Text is aligned and word-wrapped within a virtual layout box. This box is what is transformed by the various transform parameters, and then the text is aligned and laid out within that. The width and height units are the same units as the font size.
- Layout Box Size
layoutsizew
-
- Layout Box Size
layoutsizeh
-
cliptolayoutbox
-
textpadding
- ⊞ -
- Text Padding
textpaddingl
-
- Text Padding
textpaddingr
-
- Text Padding
textpaddingb
-
- Text Padding
textpaddingt
-
alignx
- ⊞ - Controls the horizontal alignment of the text.
- Left
left
-
- Center
center
-
- Right
right
-
aligny
- ⊞ - Controls the vertical alignment of the text.
- Top
top
-
- Center
center
-
- Bottom
bottom
-
alignymode
- ⊞ - Controls how the alignment is calculated for vertical alignment.
- Use Font Metrics
metrics
- Uses the font defined layout information, ascender size, descender size etc. to layout the box. This provides consistent alignment regardless of the text contents.
- Use Text Bounding Box
bbox
- The alignment will be based on the bounding box of the current text string. This can cause the string to move up/down as the text changes. Useful to perfectly align static text that would otherwise be offset due to the character size and standard layout not resulting in the text being perfectly centered.
textpadding
- ⊞ - Extra padding to add to the sides of the layout box, pushing the text inwards for alignment.
- Padding
textpaddingl
- Padding on the left.
- Padding
textpaddingr
- Padding on the right.
- Padding
textpaddingb
- Padding on the bottom.
- Padding
textpaddingt
- Padding on the top.
Parameters - Xform Page
The Xform parameter page controls the object component's transform in world space.
xord
- ⊞ - This allows you to specify the order in which the changes to your Component will take place. Changing the Transform Order will change where things go much the same way as going a block and turning east gets you to a different place than turning east and then going a block. In matrix math terms, if we use the 'multiply vector on the right' (column vector) convention, a transform order of Scale, Rotate, Translate would be written as T * R * S * Position
.
- Scale Rotate Translate
srt
-
- Scale Translate Rotate
str
-
- Rotate Scale Translate
rst
-
- Rotate Translate Scale
rts
-
- Translate Scale Rotate
tsr
-
- Translate Rotate Scale
trs
-
rord
- ⊞ - This allows you to set the transform order for the Component's rotations. As with transform order (above), changing the order in which the Component's rotations take place will alter the Component's final position. A Rotation order of Rx Ry Rz would create the final rotation matrix as follows R = Rz * Ry * Rx
- Rx Ry Rz
xyz
-R = Rz * Ry * Rx
- Rx Rz Ry
xzy
-R = Ry * Rz * Rx
- Ry Rx Rz
yxz
-R = Rz * Rx * Ry
- Ry Rz Rx
yzx
-R = Rx * Rz * Ry
- Rz Rx Ry
zxy
-R = Ry * Rx * Rz
- Rz Ry Rx
zyx
-R = Rx * Ry * Rz
t
- ⊞ - This allows you to specify the amount of movement along any of the three axes; the amount, in degrees, of rotation around any of the three axes; and a non-uniform scaling along the three axes. As an alternative to entering the values directly into these fields, you can modify the values by manipulating the Component in the Viewport with the Select & Transform state.
- X
tx
-
- Y
ty
-
- Z
tz
-
r
- ⊞ - Theis specifies the amount of movement along any of the three axes; the amount, in degrees, of rotation around any of the three axes; and a non-uniform scaling along the three axes. As an alternative to entering the values directly into these fields, you can modify the values by manipulating the Component in the Viewport with the Select & Transform state.
- X
rx
-
- Y
ry
-
- Z
rz
-
s
- ⊞ - This specifies the amount of movement along any of the three axes; the amount, in degrees, of rotation around any of the three axes; and a non-uniform scaling along the three axes. As an alternative to entering the values directly into these fields, you can modify the values by manipulating the Component in the Viewport with the Select & Transform state.
- X
sx
-
- Y
sy
-
- Z
sz
-
p
- ⊞ - The Pivot point edit fields allow you to define the point about which a Component scales and rotates. Altering the pivot point of a Component produces different results depending on the transformation performed on the Component.
For example, during a scaling operation, if the pivot point of an Component is located at -1, -1, 0
and you wanted to scale the Component by 0.5
(reduce its size by 50%), the Component would scale toward the pivot point and appear to slide down and to the left.
In the example above, rotations performed on an Component with different pivot points produce very different results.
- X
px
-
- Y
py
-
- Z
pz
-
scale
- This field allows you to change the size of an Component uniformly along the three axes.
Note: Scaling a camera's channels is not generally recommended. However, should you decide to do so, the rendered output will match the Viewport as closely as possible when scales are involved.
parentxformsrc
- ⊞ - Select what position is used as the transform source for this obejct. Can be one of "Parent (Hierarchy)", "Specify Parent Object", or "World Origin".
- From Parent Object (Hierarchy)
hierarchy
-
- Specify Parent Object
specify
-
- World Origin
worldorigin
-
parentobject
- Allows the location of the object to be constrained to any other object whose path is specified in this parameter.
lookat
- Allows you to orient this Component by naming another 3D Component you would like it to Look At, or point to. Once you have designated this Component to look at, it will continue to face that Component, even if you move it. This is useful if, for instance, you want a camera to follow another Component's movements. The Look At parameter points the Component in question at the other Component's origin.
Tip: To designate a center of interest for the camera that doesn't appear in your scene, create a Null Component and disable its display flag. Then Parent the Camera to the newly created Null Component, and tell the camera to look at this Component using the Look At parameter. You can direct the attention of the camera by moving the Null Component with the Select state. If you want to see both the camera and the Null Component, enable the Null Component's display flag, and use the Select state in an additional Viewport by clicking one of the icons in the top-right corner of the TouchDesigner window.
forwarddir
- ⊞ - Sets which axis and direction is considered the forward direction.
- +X
posx
-
- -X
negx
-
- +Y
posy
-
- -Y
negy
-
- +Z
posz
-
- -Z
negz
-
lookup
- ⊞ - When specifying a Look At, it is possible to specify an up vector for the lookat. Without using an up vector, it is possible to get poor animation when the lookat Component, for example, passes through the Y axis of the target Component.
- Don't Use Up Vector - Use this option if the look at Component does not pass through the Y axis of the target Component.
- Use Up Vector - This precisely defines the rotates on the Component doing the looking. The Up Vector specified should not be parallel to the look at direction. See Up Vector below.
- Use Quaternions - Quaternions are a mathematical representation of a 3D rotation. This method finds the most efficient means of moving from one point to another on a sphere.
- Don't use up vector
off
-
- Use up vector
on
-
- Use quaternions
quat
-
- Use Roll
roll
-
pathsop
- Names the SOP that functions as the path you want this Component to move along. For instance, you can name a SOP that provides a path for the camera to follow.
roll
- Using the angle control you can specify a Component's rotation as it animates along the path.
pos
- This parameter lets you specify the Position of the Component along the path. The values you can enter for this parameter range from 0
to 1
, where 0
equals the starting point and 1
equals the end point of the path. The value slider allows for values as high as 10
for multiple "passes" along the path.
pathorient
- If this option is selected, the Component will be oriented along the path. The positive Z axis of the Component will be pointing down the path.
up
- ⊞ - When orienting a Component, the Up Vector is used to determine where the positive Y axis points.
- X
upx
-
- Y
upy
-
- Z
upz
-
bank
- The Auto-Bank Factor rolls the Component based on the curvature of the path at its current position. To turn off auto-banking, set the bank scale to 0
.
Parameters - Pre-Xform Page
The Pre-Xform parameter page applies a transform to the object component the same way connecting another Object as a parent of this node does. The transform is applied to the left of the Xform page's parameters. In terms of matrix math, if we use the 'multiply on the right' (column vector) convention, the equation would be preXForm * xform * Position
.
pxform
- Enables the transformation on this page.
pxord
- ⊞ - Refer to the documentation on Xform page for more information.
- Scale Rotate Translate
srt
-
- Scale Translate Rotate
str
-
- Rotate Scale Translate
rst
-
- Rotate Translate Scale
rts
-
- Translate Scale Rotate
tsr
-
- Translate Rotate Scale
trs
-
prord
- ⊞ - Refer to the documentation on Xform page for more information.
- Rx Ry Rz
xyz
-
- Rx Rz Ry
xzy
-
- Ry Rx Rz
yxz
-
- Ry Rz Rx
yzx
-
- Rz Rx Ry
zxy
-
- Rz Ry Rx
zyx
-
pt
- ⊞ - Refer to the documentation on Xform page for more information.
- X
ptx
-
- Y
pty
-
- Z
ptz
-
pr
- ⊞ - Refer to the documentation on Xform page for more information.
- X
prx
-
- Y
pry
-
- Z
prz
-
ps
- ⊞ - Refer to the documentation on Xform page for more information.
- X
psx
-
- Y
psy
-
- Z
psz
-
pp
- ⊞ - Refer to the documentation on Xform page for more information.
- X
ppx
-
- Y
ppy
-
- Z
ppz
-
pscale
- Refer to the documentation on Xform page for more information.
preset
- This button will reset this page's transform so it has no translate/rotate/scale.
pcommit
- This button will copy the transform from this page to the main Xform page, and reset this page's transform.
xformmatrixop
- This parameter can be used to transform using a 4x4 matrix directly. For information on ways to specify a matrix directly, refer to the Matrix Parameters page. This transform will be applied after the regular Pre-Transform transformation. That is, it'll be applied in the oder XformMatrix * PreXForm * Position.
Parameters - Instance Page
The Instance parameter page provides the ability to create hardware instances of geometry. Each instance has an instance ID which can be passed into a MAT shader via a uniform value. The instance ID can be retrieved by the Render Pick CHOP. Any code in a vertex shader can customize the instance based on the instance ID.
Instance's attributes can be individually driven by the data from any type of OP. When the instance data is supplied by a TOP, the TOP's RGBA channels are assigned to instance attributes, when data is supplied by a CHOP, the CHOP's channels are assigned to instance attributes, when from a SOP then the SOP's attributes are assigned to instance attributes, and when a DAT is used then a column is assigned to the instances attributes. The mapping of operator data to instance attributes is setup on the parameters below and on the Instance 2 and Instance 3 parameter pages.
instancing
- Turns on instancing for the Geometry Component.
instancecountmode
- ⊞ - Two modes to determine how many instances will be created.
- Manual
manual
- Use the Num Instances parameter below to set the number of instances.
- Instance OP(s) Length
oplength
- The number of CHOP samples/DAT rows in the Instance CHOP/DAT determines the number of instances.
numinstances
- When using the Manual mode for Instance Count, this parameter set the number of instances.
instanceop
- Specify a path to a CHOP or DAT used to transform the instances. Number of samples/rows in this CHOP or DAT determines the number of instances when using the CHOP Length/DAT Num Rows mode for Instance Count.
instancefirstrow
- ⊞ - What to do with the first row of a table DAT when using DAT rows for Instance Count.
- Ignored
ignored
- The first row is ignored and it's values won't be used as part of an instance. Indices must be used to select the columns to use for instance attributes.
- Names
names
- The first row contains column names which can be used to select which columns to use from the table.
- Values
values
- The first row is considered to contain values for the first instance. Indices must be used to select the columns to use for instance attributes.
instxord
- ⊞ - Controls the order the transform operations will be applied to each instance. Refer to the documentation for the Xform page for more details.
- Scale Rotate Translate
srt
-
- Scale Translate Rotate
str
-
- Rotate Scale Translate
rst
-
- Rotate Translate Scale
rts
-
- Translate Scale Rotate
tsr
-
- Translate Rotate Scale
trs
-
instrord
- ⊞ - The rotational matrix presented when you click on this option allows you to set the transform order for the Component's rotations. As with transform order (above), changing the order in which the Component's rotations take place will alter the Component's final position.
- Rx Ry Rz
xyz
-
- Rx Rz Ry
xzy
-
- Ry Rx Rz
yxz
-
- Ry Rz Rx
yzx
-
- Rz Rx Ry
zxy
-
- Rz Ry Rx
zyx
-
instancetop
- Select a specific operator to get data from for the Translate instance attributes below. If not specified, the the operator specified in the 'Default Instance OP' on the Instance parameter page can be used.
instanceactive
- Select the data channel that will be used to control which instances are rendered. Only instances with a non-zero value in this channel will be rendered; instances with a zero active channel value will be skipped. If no data is assigned to this channel then all instances are rendered. Use the drop-down menu on the right to easily select from the available options.
instancetx
- Select what data to use to translate instances, use the drop-down menu on the right to easily select from the available options.
instancety
- Select what data to use to translate instances, use the drop-down menu on the right to easily select from the available options.
instancetz
- Select what data to use to translate instances, use the drop-down menu on the right to easily select from the available options.
instancerop
- Select a specific operator to get data from for the Rotate instance attributes below. If not specified, the the operator specified in the 'Default Instance OP' on the Instance parameter page can be used.
instancerx
- Select what data to use to rotate instances, use the drop-down menu on the right to easily select from the available options.
instancery
- Select what data to use to rotate instances, use the drop-down menu on the right to easily select from the available options.
instancerz
- Select what data to use to rotate instances, use the drop-down menu on the right to easily select from the available options.
instancesop
- Select a specific operator to get data from for the Scale instance attributes below. If not specified, the the operator specified in the 'Default Instance OP' on the Instance parameter page can be used.
instancesx
- Select what data to use to scale instances, use the drop-down menu on the right to easily select from the available options.
instancesy
- Select what data to use to scale instances, use the drop-down menu on the right to easily select from the available options.
instancesz
- Select what data to use to scale instances, use the drop-down menu on the right to easily select from the available options.
instancepop
- Select a specific operator to get data from for the Pivot instance attributes below. If not specified, the the operator specified in the 'Default Instance OP' on the Instance parameter page can be used.
instancepx
- Select what data to use for the pivot of the instances, use the drop-down menu on the right to easily select from the available options.
instancepy
- Select what data to use for the pivot of the instances, use the drop-down menu on the right to easily select from the available options.
instancepz
- Select what data to use for the pivot of the instances, use the drop-down menu on the right to easily select from the available options.
Parameters - Instance 2 Page
When the instance data is supplied by a TOP, the TOP's RGBA channels are assigned to instance attributes; when data is supplied by a CHOP, the CHOP's channels are assigned to instance attributes; when from a SOP then the SOP's attributes are assigned to instance attributes; and when a DAT is used then a column is assigned to the instances attributes.
instancerottoorder
- ⊞ - Controls where in the transform equation the Rotate To Vector operation is applied.
- Default
default
- The Rotate to Vector operation will be applied before all other transform operations (except the pivot offset), regardless of their order of operation. E.gT * R * S * (RotToVector) * Position
,R * S * T * (RotToVector) * Position
.
- Pre-Rot
prerot
- The Rotate To Vector operation will be applied after the main rotation as part of the TRS order. I.eT * (RotToVector * R) * S * Position
,(RotToVector * R) * S * T * Position
.
- Post-Rot
postrot
- The Rotate To Vector operation will be applied before the main rotation as part of the TRS order. I.eT * (R * RotToVector) * S * Position
,(R * RotToVector) * S * T * Position
.
instancerottoforward
- ⊞ - Determine which axis for the geometry original orientation is considered 'forward'. That is, it'll treat the part of the geometry that is looking down that axis as the front and rotate it so it's aligned with the rotate to vector direction.
- +X
posx
-
- -X
negx
-
- +Y
posy
-
- -Y
negy
-
- +Z
posz
-
- -Z
negz
-
instancerottoop
- Select a specific operator to get data from for the Rotate to Vector instance attributes below. If not specified, the the operator specified in the 'Default Instance OP' on the Instance parameter page can be used.
instancerottox
- Select what data to use to rotate to vector instances, use the drop-down menu on the right to easily select from the available options.
instancerottoy
- Select what data to use to rotate to vector instances, use the drop-down menu on the right to easily select from the available options.
instancerottoz
- Select what data to use to rotate to vector instances, use the drop-down menu on the right to easily select from the available options.
instancerotupop
- Select a specific operator to get data from for the Rotate Up instance attributes below. If not specified, the the operator specified in the 'Default Instance OP' on the Instance parameter page can be used.
instancerotupx
- Select what data to use to rotate up instances, use the drop-down menu on the right to easily select from the available options.
instancerotupy
- Select what data to use to rotate up instances, use the drop-down menu on the right to easily select from the available options
instancerotupz
- Select what data to use to rotate up instances, use the drop-down menu on the right to easily select from the available options
instanceorder
- ⊞ - Sets how transforms are applied to the instances.
- Instance, then World Transform
instanceworld
- Use the individual instance transforms first, then apply the world transform (i.e. Xform and Pre-Xform parameter pages).worldXform * instanceXForm * Position
- World Transform, then Instance
worldinstance
- Use the world transform first, then apply the individual instance transforms.instanceXForm * worldXForm * Position
instancetexmode
- ⊞ - Set how the texture coordinates are applied to the instances.
- Replace
replace
- Replaces texture coordinates.
- Transform
transform
- Offsets texture coordinates.
instancetexcoordop
- Select a specific operator to get data from for the Texture Coord instance attributes below. If not specified, the the operator specified in the 'Default Instance OP' on the Instance parameter page can be used.
instanceu
- Select what data to apply to texture coordinates of the instances, use the drop-down menu on the right to easily select from the available options. This interacts with the first texture layer uv[0] attributes coming from the SOP.
instancev
- Select what data to apply to texture coordinates of the instances, use the drop-down menu on the right to easily select from the available options. This interacts with the first texture layer uv[0] attributes coming from the SOP.
instancew
- Select what data to apply to texture coordinates of the instances, use the drop-down menu on the right to easily select from the available options. This interacts with the first texture layer uv[0] attributes coming from the SOP.
instancecolormode
- ⊞ - Controls how the instance color values interact with the SOPs 'Cd' (diffuse color) attribute. If the SOP doesn't have a 'Cd' attribute, then it will behave as if its 'Cd' is (1, 1, 1, 1).
- Replace
replace
-
- Multiply
multiply
-
- Add
add
-
- Subtract
subtract
-
instancecolorop
- Select a specific operator to get data from for the Color instance attributes below. If not specified, the the operator specified in the 'Default Instance OP' on the Instance parameter page can be used.
instancer
- Select what data to apply to the diffuse color of the instances, use the drop-down menu on the right to easily select from the available options. These parameters will be combined/replaced with the SOPs 'Cd' attribute, as chosen by the Color Mode parameter.
instanceg
- Select what data to apply to the diffuse color of the instances, use the drop-down menu on the right to easily select from the available options. These parameters will be combined/replaced with the SOPs 'Cd' attribute, as chosen by the Color Mode parameter.
instanceb
- Select what data to apply to the diffuse color of the instances, use the drop-down menu on the right to easily select from the available options. These parameters will be combined/replaced with the SOPs 'Cd' attribute, as chosen by the Color Mode parameter.
instancea
- Select what data to apply to the diffuse color of the instances, use the drop-down menu on the right to easily select from the available options. These parameters will be combined/replaced with the SOPs 'Cd' attribute, as chosen by the Color Mode parameter.
instancetexs
- ⊞ - Specify the paths one or more TOP containing the textures to use with the instances. Wildcards and pattern matching is supported.
instancetexextendu
- ⊞ -
- Hold
hold
-
- Zero
zero
-
- Repeat
repeat
-
- Mirror
mirror
-
instancetexextendv
- ⊞ -
- Hold
hold
-
- Zero
zero
-
- Repeat
repeat
-
- Mirror
mirror
-
instancetexextendw
- ⊞ -
- Hold
hold
-
- Zero
zero
-
- Repeat
repeat
-
- Mirror
mirror
-
instancetexfilter
- ⊞ -
- Nearest
nearest
-
- Linear
linear
-
- Mipmap Linear
mipmaplinear
-
instancetexanisotropy
- ⊞ -
- Off
off
-
- 2x
2x
-
- 4x
4x
-
- 8x
8x
-
- 16x
16x
-
Instance Texturing
This feature allows for arbitrary textures to be applied to instances. The textures do not need to be the same resolution, and they don't need to be combined into an grouped format such as a 3D Texture or a 2D Texture array. Multiple TOPs can be specified using the "Instance Textures" parameter, and the texture that is applied per-instance is specified using the channel chosen in the "Texture Index" parameter. This is different from a 3D Texture or 2D Texture Array, which would use the W texture coordinate to select a texture from within a single texture. By default this texture will be used as the "Base Color Map" texture for a PBR MAT, and the Color Map for all other materials such as the Phong MAT. For materials that support more than one map, the map that this this feature replaces can be chosen in the material's parameters. Currently on Windows at most 16384 textures can be used at once, and on macOS at most 128 textures can be used at once. These numbers are reduced by other textures that are used by the render such as other maps, cone light lookup map etc.
instancetexindexop
- Select a specific operator to get data from for the Texture Index instance attribute below. If not specified, the the operator specified in the 'Default Instance OP' on the Instance parameter page can be used.
instancetexindex
- Select what data to select which texture to use for the instances, use the drop-down menu on the right to easily select from the available options.
Parameters - Instance 3 Page
Custom attributes allow arbitrary attributes to be assigned to instances, usable in a GLSL MAT. They can be accessed using TDInstanceCustomAttrib0()
, TDInstanceCustomAttrib1()
etc. For more information refer to Write a GLSL Material. These attributes will be ignored in other materials such as the PBR MAT.
Below you can add more parameters as you require more custom attributes. Different GPUs will have a different number of maximum custom attributes supported.
instance
- Sequence of arbitrary attributes to be assigned to instances
instance0customop
- Select a specific operator to get data from for the instance attributes below. If not specified, the the operator specified in the 'Default Instance OP' on the Instance parameter page can be used.
instance0customx
- Select what data to use for this instance attribute, use the drop-down menu on the right to easily select from the available options.
instance0customy
- Select what data to use for this instance attribute, use the drop-down menu on the right to easily select from the available options.
instance0customz
- Select what data to use for this instance attribute, use the drop-down menu on the right to easily select from the available options.
instance0customw
- Select what data to use for this instance attribute, use the drop-down menu on the right to easily select from the available options.
Parameters - Render Page
The Display parameter page controls the component's material and rendering settings.
render
- Whether the Component's geometry is visible in the Render TOP. This parameter works in conjunction (logical AND) with the Component's Render Flag.
drawpriority
- Determines the order in which the Components are drawn. Smaller values get drawn after larger values. The value is compared with other Components in the same parent Component, or if the Component is the top level one listed in the Render TOP's 'Geometry' parameter, then against other top-level Components listed there. This value is most often used to help with Transparency.
pickpriority
- When using a Render Pick CHOP or a Render Pick DAT, there is an option to have a 'Search Area'. If multiple objects are found within the search area, the pick priority can be used to select one object over another. A higher value will get picked over a lower value. This does not affect draw order, or objects that are drawn over each other on the same pixel. Only one will be visible for a pick per pixel.
wcolor
- ⊞ - Use the R, G, and B fields to set the Component's color when displayed in wireframe shading mode.
- Red
wcolorr
-
- Green
wcolorg
-
- Blue
wcolorb
-
lightmask
- By default all lights used in the Render TOP will affect geometry renderer. This parameter can be used to specify a sub-set of lights to be used for this particular geometry. The lights must be listed in the Render TOP as well as this parameter to be used.
Parameters - Extensions Page
The Extensions parameter page sets the component's python extensions. Please see extensions for more information.
ext
- Sequence of info for creating extensions on this component
ext0object
- A number of class instances that can be attached to the component.
ext0name
- Optional name to search by, instead of the instance class name.
ext0promote
- Controls whether or not the extensions are visible directly at the component level, or must be accessed through the .ext
member. Example: n.Somefunction
vs n.ext.Somefunction
reinitextensions
- Recompile all extension objects. Normally extension objects are compiled only when they are referenced and their definitions have changed.
Parameters - Common Page
The Common parameter page sets the component's node viewer and clone relationships.
parentshortcut
- Specifies a name you can use anywhere inside the component as the path to that component. See Parent Shortcut.
opshortcut
- Specifies a name you can use anywhere at all as the path to that component. See Global OP Shortcut.
iop
- Sequence header for internal operators.
iop0shortcut
- Specifies a name you can use anywhere inside the component as a path to "Internal OP" below. See Internal Operators.
nodeview
- ⊞ - Determines what is displayed in the node viewer, also known as the Node Viewer. Some options will not be available depending on the Component type (Object Component, Panel Component, Misc.)
- Default Viewer
default
- Displays the default viewer for the component type, a 3D Viewer for Object COMPS and a Control Panel Viewer for Panel COMPs.
- Operator Viewer
opviewer
- Displays the node viewer from any operator specified in the Operator Viewer parameter below.
opviewer
- Select which operator's node viewer to use when the Node View parameter above is set to Operator Viewer.
enablecloning
- Control if the OP should be actively cloneing. Turning this off causes this node to stop cloning it's 'Clone Master'.
enablecloningpulse
- Instantaneously clone the contents.
loadondemand
- Loads the component into memory only when required. Good to use for components that are not always used in the project.
enableexternaltox
- When on (default), the external .tox file will be loaded when the .toe starts and the contents of the COMP will match that of the external .tox. This can be turned off to avoid loading from the referenced external .tox on startup if desired (the contents of the COMP are instead loaded from the .toe file). Useful if you wish to have a COMP reference an external .tox but not always load from it unless you specifically push the Re-Init Network parameter button.
enableexternaltoxpulse
- This button will re-load from the external .tox
file (if present).
externaltox
- Path to a .tox
file on disk which will source the component's contents upon start of a .toe
. This allows for components to contain networks that can be updated independently. If the .tox
file can not be found, whatever the .toe
file was saved with will be loaded.
reloadcustom
- When this checkbox is enabled, the values of the component's Custom Parameters are reloaded when the .tox is reloaded. This only affects top-level parameters on the component, all parameters on nodes inside the component are always reloaded with the .tox.
reloadbuiltin
- When this checkbox is enabled, the values of the component's built-in parameters are reloaded when the .tox is reloaded. This only affects top-level parameters on the component, all parameters on nodes inside the component are always reloaded with the .tox.
savebackup
- When this checkbox is enabled, a backup copy of the component specified by the External .tox
parameter is saved in the .toe
file. This backup copy will be used if the External .tox
can not be found. This may happen if the .tox
was renamed, deleted, or the .toe
file is running on another computer that is missing component media.
subcompname
- When loading from an External .tox
file, this option allows you to reach into the .tox
and pull out a COMP and make that the top-level COMP, ignoring everything else in the file (except for the contents of that COMP). For example if a .tox
file named project1.tox
contains project1/geo1
, putting geo1
as the Sub-Component to Load, will result in geo1
being loaded in place of the current COMP. If this parameter is blank, it just loads the .tox
file normally using the top level COMP in the file.
relpath
- ⊞ - Set whether the child file paths within this COMP are relative to the .toe itself or the .tox, or inherit from parent.
- Use Parent's Behavior
inherit
- Inherit setting from parent.
- Relative to Project File (.toe)
project
- The path, when specified as a relative path, will be relative to the .toe file.
- Relative to External COMP File (.tox)
externaltox
- The path, when specified as a relative path, will be relative to the .tox file. When no external COMP file is specified, or when Enable External .tox is not toggled on, this doesn't have any impact.
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