Render TOP
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.
The 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.
Rendering in TouchDesigner ties in nicely with compositing via the Render TOP and all other TOPs.
The Render TOP renders in many RGBA and single-channel formats, in 8-bit fixed-point up to to 32-bit floating point per pixel component.
It can render transparent surfaces correctly using Multi-Pass Depth Peeling. See below: Order Independent Transparency.
Multiple Cameras: The Render TOP 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 TOP to pull out those camera results. This feature is even faster on GPUs that support Multi-Camera Rendering.
Multiple Images out: The Render TOP, working with the GLSL MATs, can output multiple image at arbitrary formats, through the Images page.
See also Rendering, all the articles in the Rendering Category, the Render Pass TOP, and the troubleshooting page Why is My Render Black.
NOTE: If you are doing non-realtime GPU-intensive renders (ones that take multiple seconds to render a single SOP), see the note in Windows GPU Driver Timeouts in the Movie File Out TOP.
Parameters - Render Page
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 TOP.
multicamerahint
- ⊞ - Helps the Render TOP optimize rendering when multiple cameras are used. Controls the Multi-Camera Rendering behavior for this node.
- Automatic
automatic
- The node will decide based on the GPU 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 (One Pass Per Camera)
off
- Forces Multi-Camera Render to be disabled, so each camera is rendered one pass at a time.
- X-Offset Stereo Cameras
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 TOP to run faster for this particular case, when appropriate hardware is available.
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
.
lights
- Specifies which Lights will be used to render the scene. You can use Pattern Matching here as well.
antialias
- ⊞ - Sets the level of anti-aliasing in the scene. Setting this to higher values uses more graphics memory.
- 1x (Off)
aa1
-
- 2x
aa2
-
- 4x
aa4
-
- 8x (Medium)
aa8mid
-
- 8x (High)
aa8high
-
- 16x (Low)
aa16low
-
- 16x (Medium)
aa16mid
-
- 16x (High)
aa16high
-
- 32x
aa32
-
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.
See also the Cube Map TOP and the Projection TOP.
- 2D
render2d
-
- Cube Map
cubemap
-
- Fish-Eye (180)
fisheye180
-
- Dual Paraboloid
dualparaboloid
-
- UV Unwrap
uvunwrap
-
- Cube Map (Omnidirectional Stereo)
cubemapods
-
posside
- ⊞ - When Render Mode is Cube Map, specify which sides if the cube map are rendered, +X, +Y, or +Z.
- Positive Sides
possidex
-
- Positive Sides
possidey
-
- Positive Sides
possidez
-
negside
- ⊞ - When Render Mode is Cube Map, specify which sides if the cube map are rendered, -X, -Y, or -Z.
- Negative Sides
negsidex
-
- Negative Sides
negsidey
-
- Negative Sides
negsidez
-
uvunwrapcoord
- ⊞ - When Render Mode is UV Unwrap Coord, select which Texture Layer the coordinates are rendered to,
- Texture Layer 0 (uv[0-2])
uv0
-
- Texture Layer 1 (uv[3-5])
uv1
-
- Texture Layer 2 (uv[6-8])
uv2
-
- Texture Layer 3 (uv[9-11])
uv3
-
- Texture Layer 4 (uv[12-14])
uv4
-
- Texture Layer 5 (uv[15-17])
uv5
-
- Texture Layer 6 (uv[18-20])
uv6
-
- Texture Layer 7 (uv[21-23])
uv7
-
uvunwrapcoordattrib
-
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 Transparency Passes parameter below. Turning this option on will disable some advanced features in the Render TOP, as well as anti-aliasing.
The 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.
It 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.
If 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.
If you have 10 spheres, one behind the other. You'll need 19-20 passes to get the correct image.
If you have 10 spheres, each next to each other across the screen, you'll only need 2 passes.
In 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.
Each pass is a full render, so each pass adds significant overhead.
- Sorted Draw with Blending
sortedblending
-
- Order Independent Transparency
orderind
-
- Alpha-to-Coverage
alphatocoverage
-
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.
transpeellayers
- Number of passes the renderer will use when Order Independant Transparency is turned on.
Parameters - Advanced Page
render
- Enables rendering; 1 = on, 0 = off.
dither
- Dithers the rendering to help deal with banding and other artifacts created by precision limitations of 8-bit displays.
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 TOP's texture. When anti-aliasing is enabled, turning this off will also avoid 'resolving' the anti-aliasing.
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.
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.
allowbufblending
- Controls if blending (as enabled by the MAT 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.
depthformat
- ⊞ - Use either a 24-bit Fixed-Point or 32-bit Floating-Point depth buffer (single channel image).
- 24-Bit Fixed-Point
fixed24
-
- 32-Bit Floating-Point
float32
-
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.
- Neither
neither
-
- Back Faces
backfaces
-
- Front Faces
frontfaces
-
- Both Faces
bothfaces
-
overridemat
- This allows you to specify a material that will be applied to every Geometry that is rendered in the Render TOP. It is useful for pre-processing passes where we are outputting information about the geometry rather then lighting them and outputting RGB.
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.
polygonoffsetfactor
- Adds an offset to the Z value that depends on how sloped the surface is to the viewer.
polygonoffsetunits
- Adds a constant offset to the Z value.
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.
overdrawlimit
- This value quantizes the outputted color value to some # of overdraws. Refer to the Early Depth-Test for more information.
Parameters - Crop Page
Cropping 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 TOP to match the 'real' aspect of the overall output image, not the aspect of this subsection. Otherwise the projection will be stretched incorrectly.
cropleft
- Positions the left edge of the rendered image.
cropleftunit
- ⊞ - Select the units for this parameter from Pixels, Fraction (0-1), Fraction Aspect (0-1 considering aspect ratio).
- P
pixels
-
- F
fraction
-
- A
fractionaspect
-
cropright
- Positions the right edge of the rendered image.
croprightunit
- ⊞ - Select the units for this parameter from Pixels, Fraction (0-1), Fraction Aspect (0-1 considering aspect ratio).
- P
pixels
-
- F
fraction
-
- A
fractionaspect
-
cropbottom
- Positions the bottom edge of the rendered image.
cropbottomunit
- ⊞ - Select the units for this parameter from Pixels, Fraction (0-1), Fraction Aspect (0-1 considering aspect ratio).
- P
pixels
-
- F
fraction
-
- A
fractionaspect
-
croptop
- Positions the top edge of the rendered image.
croptopunit
- ⊞ - Select the units for this parameter from Pixels, Fraction (0-1), Fraction Aspect (0-1 considering aspect ratio).
- P
pixels
-
- F
fraction
-
- A
fractionaspect
-
Parameters - Vectors Page
These 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.
vec
- Sequence of uniform name and value pairs.
vec0name
- The uniform name, as declared in the shader.
vec0value
- ⊞ - The value to assign the vector uniform.
- Value
vec0valuex
-
- Value
vec0valuey
-
- Value
vec0valuez
-
- Value
vec0valuew
-
Parameters - Samplers Page
These 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.
uni0name
- The uniform name, as declared in the shader.
sampler
- Sequence of sampler parmaeters, including uniform name, TOP reference, and sampling parameters.
sampler0name
- This is the sampler name that the GLSL program will use to sample from this TOP. The samplers need to be declared as the same dimensions as the TOP (sampler2D for a 2D TOP, sampler3D for 3D TOP).
sampler0top
- ⊞ - This is the TOP that will be referenced by the above sampler name above it.
sampler0extendu
- ⊞ -
- Hold
hold
-
- Zero
zero
-
- Repeat
repeat
-
- Mirror
mirror
-
sampler0extendv
- ⊞ -
- Hold
hold
-
- Zero
zero
-
- Repeat
repeat
-
- Mirror
mirror
-
sampler0extendw
- ⊞ -
- Hold
hold
-
- Zero
zero
-
- Repeat
repeat
-
- Mirror
mirror
-
sampler0filter
- ⊞ -
- Nearest
nearest
-
- Linear
linear
-
- Mipmap Linear
mipmaplinear
-
sampler0anisotropy
- ⊞ -
- Off
off
-
- 2x
2x
-
- 4x
4x
-
- 8x
8x
-
- 16x
16x
-
Parameters - Images Page
Images 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 MAT 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.
image
- A sequence of parameters to control image outputs available for the GLSL MATs.
image0name
- The uniform name for the image.
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.
image0res
- ⊞ - The resolution the image should be.
- Resolution
image0resw
-
- Resolution
image0resh
-
image0format
- ⊞ - The pixel format the image should be allocated as.
- Use Output
useoutput
- Use the same pilxe format that the Render TOPs main texture is set to be.
- 8-bit fixed (RGBA)
rgba8fixed
-
- sRGB 8-bit fixed (RGBA)
srgba8fixed
-
- 16-bit float (RGBA)
rgba16float
-
- 32-bit float (RGBA)
rgba32float
-
- _separator_
_separator_
-
- 10-bit RGB, 2-bit Alpha, fixed (RGBA)
rgb10a2fixed
-
- 16-bit fixed (RGBA)
rgba16fixed
-
- 11-bit float (RGB), Positive Values Only
rgba11float
-
- 8-bit fixed (Mono)
mono8fixed
-
- 16-bit fixed (Mono)
mono16fixed
-
- 16-bit float (Mono)
mono16float
-
- 32-bit float (Mono)
mono32float
-
- 8-bit fixed (RG)
rg8fixed
-
- 16-bit fixed (RG)
rg16fixed
-
- 16-bit float (RG)
rg16float
-
- 32-bit float (RG)
rg32float
-
- 8-bit fixed (A)
a8fixed
-
- 16-bit fixed (A)
a16fixed
-
- 16-bit float (A)
a16float
-
- 32-bit float (A)
a32float
-
- 8-bit fixed (Mono+Alpha)
monoalpha8fixed
-
- 16-bit fixed (Mono+Alpha)
monoalpha16fixed
-
- 16-bit float (Mono+Alpha)
monoalpha16float
-
- 32-bit float (Mono+Alpha)
monoalpha32float
-
image0type
- ⊞ - Specify what type of texture to create with the image output.
- 2D Texture
texture2d
-
- 2D Texture Array
texture2darray
-
- 3D Texture
texture3d
-
- Cube Texture
texturecube
-
image0depth
- Set the depth when output Type is 2D Texture Array or 3D Texture.
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.
- Write Only
writeonly
-
- Read-Write
readwrite
-
Parameters - Common Page
outputresolution
- ⊞ - quickly change the resolution of the TOP's data.
- Use Input
useinput
- Uses the input's resolution.
- Eighth
eighth
- Multiply the input's resolution by that amount.
- Quarter
quarter
- Multiply the input's resolution by that amount.
- Half
half
- Multiply the input's resolution by that amount.
- 2X
2x
- Multiply the input's resolution by that amount.
- 4X
4x
- Multiply the input's resolution by that amount.
- 8X
8x
- Multiply the input's resolution by that amount.
- Fit Resolution
fit
- Grow or shrink the input resolution to fit this resolution, while keeping the aspect ratio the same.
- Limit Resolution
limit
- Limit the input resolution to be not larger than this resolution, while keeping the aspect ratio the same.
- Custom Resolution
custom
- Directly control the width and height.
resolution
- ⊞ - Enabled only when the Resolution parameter is set to Custom Resolution. 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.
- W
resolutionw
-
- H
resolutionh
-
resmult
- Uses the Global Resolution 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 Resolution Multiplier to a value of half or quarter so it runs at an acceptable speed. By checking this checkbox on, this TOP is affected by the global multiplier.
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.)
- Use Input
useinput
- Uses the input's aspect ratio.
- Resolution
resolution
- Uses the aspect of the image's defined resolution (ie 512x256 would be 2:1), whereby each pixel is square.
- Custom Aspect
custom
- Lets you explicitly define a custom aspect ratio in the Aspect parameter below.
aspect
- ⊞ - Use when Output Aspect parameter is set to Custom Aspect.
- Aspect1
aspect1
-
- Aspect2
aspect2
-
inputfiltertype
- ⊞ - This controls pixel filtering on the input image of the TOP.
- Nearest Pixel
nearest
- Uses nearest pixel or accurate image representation. Images will look jaggy when viewing at any zoom level other than Native Resolution.
- Interpolate Pixels
linear
- Uses linear filtering between pixels. This is how you get TOP images in viewers to look good at various zoom levels, especially useful when using any Fill Viewer setting other than Native Resolution.
- Mipmap Pixels
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.
fillmode
- ⊞ - Determine how the TOP image is displayed in the viewer.
NOTE:To get an understanding of how TOPs work with images, you will want to set this to Native Resolution as you lay down TOPs when starting out. This will let you see what is actually happening without any automatic viewer resizing.
- Use Input
useinput
- Uses the same Fill Viewer settings as it's input.
- Fill
fill
- Stretches the image to fit the edges of the viewer.
- Fit Horizontal
width
- Stretches image to fit viewer horizontally.
- Fit Vertical
height
- Stretches image to fit viewer vertically.
- Fit Best
best
- Stretches or squashes image so no part of image is cropped.
- Fit Outside
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.
- Native Resolution
nativeres
- Displays the native resolution of the image in the viewer.
filtertype
- ⊞ - This controls pixel filtering in the viewers.
- Nearest Pixel
nearest
- Uses nearest pixel or accurate image representation. Images will look jaggy when viewing at any zoom level other than Native Resolution.
- Interpolate Pixels
linear
- Uses linear filtering between pixels. Use this to get TOP images in viewers to look good at various zoom levels, especially useful when using any Fill Viewer setting other than Native Resolution.
- Mipmap Pixels
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).
npasses
- Duplicates the operation of the TOP 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 TOP's image.
chanmask
- Allows you to choose which channels (R, G, B, or A) the TOP will operate on. All channels are selected by default.
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.
- Use Input
useinput
- Uses the input's pixel format.
- 8-bit fixed (RGBA)
rgba8fixed
- Uses 8-bit integer values for each channel.
- sRGB 8-bit fixed (RGBA)
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.
- 16-bit float (RGBA)
rgba16float
- Uses 16-bits per color channel, 64-bits per pixel.
- 32-bit float (RGBA)
rgba32float
- Uses 32-bits per color channel, 128-bits per pixels.
- 10-bit RGB, 2-bit Alpha, fixed (RGBA)
rgb10a2fixed
- Uses 10-bits per color channel and 2-bits for alpha, 32-bits total per pixel.
- 16-bit fixed (RGBA)
rgba16fixed
- Uses 16-bits per color channel, 64-bits total per pixel.
- 11-bit float (RGB), Positive Values Only
rgba11float
- A RGB floating point format that has 11 bits for the Red and Green channels, and 10-bits for the Blue Channel, 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).
- 16-bit float (RGB)
rgb16float
-
- 32-bit float (RGB)
rgb32float
-
- 8-bit fixed (Mono)
mono8fixed
- Single channel, where RGB will all have the same value, and Alpha will be 1.0. 8-bits per pixel.
- 16-bit fixed (Mono)
mono16fixed
- Single channel, where RGB will all have the same value, and Alpha will be 1.0. 16-bits per pixel.
- 16-bit float (Mono)
mono16float
- Single channel, where RGB will all have the same value, and Alpha will be 1.0. 16-bits per pixel.
- 32-bit float (Mono)
mono32float
- Single channel, where RGB will all have the same value, and Alpha will be 1.0. 32-bits per pixel.
- 8-bit fixed (RG)
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.
- 16-bit fixed (RG)
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.
- 16-bit float (RG)
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.
- 32-bit float (RG)
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.
- 8-bit fixed (A)
a8fixed
- An Alpha only format that has 8-bits per channel, 8-bits per pixel.
- 16-bit fixed (A)
a16fixed
- An Alpha only format that has 16-bits per channel, 16-bits per pixel.
- 16-bit float (A)
a16float
- An Alpha only format that has 16-bits per channel, 16-bits per pixel.
- 32-bit float (A)
a32float
- An Alpha only format that has 32-bits per channel, 32-bits per pixel.
- 8-bit fixed (Mono+Alpha)
monoalpha8fixed
- A 2 channel format, one value for RGB and one value for Alpha. 8-bits per channel, 16-bits per pixel.
- 16-bit fixed (Mono+Alpha)
monoalpha16fixed
- A 2 channel format, one value for RGB and one value for Alpha. 16-bits per channel, 32-bits per pixel.
- 16-bit float (Mono+Alpha)
monoalpha16float
- A 2 channel format, one value for RGB and one value for Alpha. 16-bits per channel, 32-bits per pixel.
- 32-bit float (Mono+Alpha)
monoalpha32float
- A 2 channel format, one value for RGB and one value for Alpha. 32-bits per channel, 64-bits per pixel.
Info CHOP Channels
Extra Information for the Render TOP can be accessed via an Info CHOP.
Common TOP Info Channels
- resx - Horizontal resolution of the TOP in pixels.
- resy - Vertical resolution of the TOP in pixels.
- aspectx - Horizontal aspect of the TOP.
- aspecty - Vertical aspect of the TOP.
- depth - Depth of 2D or 3D array if this TOP contains a 2D or 3D texture array.
- gpu_memory_used - Total amount of texture memory used by this TOP.
Common Operator Info Channels
- total_cooks - Number of times the operator has cooked since the process started.
- cook_time - Duration of the last cook in milliseconds.
- cook_frame - Frame number when this operator was last cooked relative to the component timeline.
- cook_abs_frame - Frame number when this operator was last cooked relative to the absolute time.
- cook_start_time - Time in milliseconds at which the operator started cooking in the frame it was cooked.
- cook_end_time - Time in milliseconds at which the operator finished cooking in the frame it was cooked.
- cooked_this_frame - 1 if operator was cooked this frame.
- warnings - Number of warnings in this operator if any.
- errors - Number of errors in this operator if any.
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