COMP Instance 2 Page

From TouchDesigner Documentation
Jump to: navigation, search

Parameters - Instance 2 Page

Rotate to Vector Order instancerottoorder - - Controls where in the transform equation the Rotate To Vector operation is applied.

  • Default default - The Rotate to Vector operation will be applied after all other transform operations (except the pivot offset), regardless of their order of operation. E.g T * R * S * (RotToVector) * Position , R * S * T * (RotToVector) * Position .
  • Pre-Rot prerot - The Rotate To Vector operation will be applied before the main rotation as part of the TRS order. I.e T * (RotToVector * R) * S * Position, (RotToVector * R) * S * T * Position.
  • Post-Rot postrot - The Rotate To Vector operation will be applied after the main rotation as part of the TRS order. I.e T * (R * RotToVector) * S * Position, (R * RotToVector) * S * T * Position.

Rotate to Vector X instancerottox - Select the channel/column (by name) to use from the Instance CHOP/DAT to rotate to vector instances.  

Rotate to Vector Y instancerottoy - Select the channel/column (by name) to use from the Instance CHOP/DAT to rotate to vector instances.  

Rotate to Vector Z instancerottoz - Select the channel/column (by name) to use from the Instance CHOP/DAT to rotate to vector instances.  

Rotate Up X instancerotupx - Select the channel/column (by name) to use from the Instance CHOP/DAT to rotate up instances.  

Rotate Up Y instancerotupy - Select the channel/column (by name) to use from the Instance CHOP/DAT to rotate up instances.  

Rotate Up Z instancerotupz - Select the channel/column (by name) to use from the Instance CHOP/DAT to rotate up instances.  

Instance Order 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

Texture Mode instancetexmode - - Set how the texture coordinates are applied to the instances.

  • Replace replace - Replaces texture coordinates.
  • Offset offset - Offsets texture coordinates.

U instanceu - Select the channel/column (by name) to use from the Instance CHOP/DAT to apply texture coordinates to the instances. This interacts with the first texture layer uv[0] attributes coming from the SOP.  

V instancev - Select the channel/column (by name) to use from the Instance CHOP/DAT to apply texture coordinates to the instances. This interacts with the first texture layer uv[0] attributes coming from the SOP.  

W instancew - Select the channel/column (by name) to use from the Instance CHOP/DAT to apply texture coordinates to the instances. This interacts with the first texture layer uv[0] attributes coming from the SOP.  

Color Mode 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 -

R instancer - Select the channel/column (by name) to use from the Instance CHOP/DAT to apply to the diffuse color of the instances. These parameters will be combined/replaced with the SOPs 'Cd' attribute, as chosen by the Color Mode parameter.  

G instanceg - Select the channel/column (by name) to use from the Instance CHOP/DAT to apply to the diffuse color of the instances. These parameters will be combined/replaced with the SOPs 'Cd' attribute, as chosen by the Color Mode parameter.  

B instanceb - Select the channel/column (by name) to use from the Instance CHOP/DAT to apply to the diffuse color of the instances. These parameters will be combined/replaced with the SOPs 'Cd' attribute, as chosen by the Color Mode parameter.  

A instancea - Select the channel/column (by name) to use from the Instance CHOP/DAT to apply to the diffuse color of the instances. These parameters will be combined/replaced with the SOPs 'Cd' attribute, as chosen by the Color Mode parameter.  


Texture Instancing
[edit]

This is a feature available on Kepler (Geforce 600+, Quadro K series+) or newer Nvidia GPUs. 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.


Instance Textures instancetexs - - Specify the paths one or more TOP containing the textures to use with the instances. Wildcards and pattern matching is supported.

Extend U instancetexextendu - -

  • Hold hold -
  • Zero zero -
  • Repeat repeat -
  • Mirror mirror -

Extend V instancetexextendv - -

  • Hold hold -
  • Zero zero -
  • Repeat repeat -
  • Mirror mirror -

Extend W instancetexextendw - -

  • Hold hold -
  • Zero zero -
  • Repeat repeat -
  • Mirror mirror -

Filter instancetexfilter - -

  • Nearest nearest -
  • Linear linear -
  • Mipmap Linear mipmaplinear -

Anisotropic Filter instancetexanisotropy - -

  • Off off -
  • 2x 2x -
  • 4x 4x -
  • 8x 8x -
  • 16x 16x -

Texture Index instancetexindex - Select a channel/column (by name) to use from the Instance CHOP/DAT to select which texture to use for the instances.  

(1) A Geometry Component can render its SOP geometry many times using CHOP samples, DAT rows, TOP pixels or SOP points, (2) An instance is an OP that doesn't actually have its own data, but rather just refers to an OP (or has an input) whose data it uses. This includes Null OPs, Select OPs and Switch OPs.

An Operator Family which operate on Channels (a series of numbers) which are used for animation, audio, mathematics, simulation, logic, UI construction, and many other applications.

An Operator Family that manipulates text strings: multi-line text or tables. Multi-line text is often a command Script, but can be any multi-line text. Tables are rows and columns of cells, each containing a text string.

An Operator Family that reads, creates and modifies 3D polygons, curves, NURBS surfaces, spheres, meatballs and other 3D surface data.

An Operator Family that creates, composites and modifies images, and reads/writes images and movies to/from files and the network. TOPs run on the graphics card's GPU.

Operators that have 1 or more input, like a Math CHOP, are called filters. See Generator.