Environment Light COMP
The Environment Light Component controls the color and intensity of an environmental light in a given scene. This light, unlike the Light Component, has no particular position. It comes from outside all of the objects in the scene and lights them. The orientation of the objects and the Environment Light Map will affect how each side of the objects is lit. However the position of the objects in space will have no effect on how the environment light hits them.
Parameters - Light Page
You can modify the color of the light three ways: Color List, Hue, Saturation, and Value, or Red, Green, and Blue. To choose one, click on the appropriate box and the color editing fields below change accordingly.
c - ⊞ - You can modify the color of the light three ways: Color List, Hue, Saturation, and Value, or Red, Green, and Blue. To choose one, click on the appropriate box and the color editing fields below change accordingly.
dimmer - This parameter allows you to change the intensity of the light either as a static value or over time.
envlightmap - Uses a TOP texture to define an environment map for the material. Environment mapping simulates an object reflecting its surroundings. The TOP 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.
Environment Map 2D Type
envlightmaptype2d - ⊞ -
Environment Map Quality
envlightmapquality - Controls the number of samples used by the Environment Light which determines the quality of the result. This value is multiplied by the PBR MATs Env Light Quality parameter.
Environment Map Rotate
envlightmaprotate - ⊞ - Rotate the texture specified by the Environment Map parameter above.
Pre-Filter Environment Map
Parameters - Render Page
material - Selects a MAT to apply to the geometry inside.
drawpriority - Determines the order in which the Components are drawn. Smaller values get drawn after (on top of) larger values.
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.
lightmask - By default all lights used in the Render TOP will affect geometry renderer. This parmaeter 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.
Extension Object 1
extension1 - A number of class instances that can be attached to the component.
Extension Name 1
extname1 - Optional name to search by, instead of the instance class name.
Promote Extension 1
promoteextension1 - Controls whether or not the extensions are visible directly at the component level, or must be accessed through the
.ext member. Example:
Extension Object 2
extension2 - A number of class instances that can be attached to the component.
Extension Name 2
extname2 - Optional name to search by, instead of the instance class name.
Promote Extension 2
promoteextension2 - Controls whether or not the extensions are visible directly at the component level, or must be accessed through the
.ext member. Example:
Extension Object 3
extension3 - A number of class instances that can be attached to the component.
Extension Name 3
extname3 - Optional name to search by, instead of the instance class name.
Promote Extension 3
promoteextension3 - Controls whether or not the extensions are visible directly at the component level, or must be accessed through the
.ext member. Example:
Extension Object 4
extension4 - A number of class instances that can be attached to the component.
Extension Name 4
extname4 - Optional name to search by, instead of the instance class name.
Promote Extension 4
promoteextension4 - Controls whether or not the extensions are visible directly at the component level, or must be accessed through the
.ext member. Example:
reinitextensions - Recompile all extension objects. Normally extension objects are compiled only when they are referenced and their definitions have changed.
Parameters - Common Page
parentshortcut - Specifies a name you can use anywhere inside the component as the path to that component. See Parent Shortcut.
Global OP Shortcut
opshortcut - Specifies a name you can use anywhere at all as the path to that component. See Global OP Shortcut.
Internal OP Shortcut
iopshortcut - Specifies a name you can use anywhere inside the component as a path to "Internal OP" below. See Internal Operators.
iop - The path to the Internal OP inside this component. 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.
Keep in Memory
enablecloning - Control if the OP should be actively cloned. The Pulse button can be used to instantaneously clone the contents.
Enable Cloning Pulse
clone - Path to a component used as the Master Clone.
Load on Demand
loadondemand - Loads the component into memory only when required. Good to use for components that are not always used in the project.
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.
Reload .tox on Start
reloadtoxonstart - 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.
Reload Built-in Parameters
reloadbuiltin - When this checkbox is enabled, the values of the component's built-in parameters are reloaded when the .tox is reloaded.
Save Backup of External
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.
Sub-Component to Load
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
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.
reinitnet - This button will re-load from the external
.tox file (if present), followed by re-initializing itself from its master, if it's a clone.
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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.
An Operator Family that associates a shader with a SOP or Geometry Object for rendering textured and lit objects.
Any component can be extended with its own Python classes which contain python functions and data.
A Parent Shortcut is a parameter on a component that contains a name that you can use anywhere inside the component to refer to that component using the syntax
parent.Name, for example
parent.Effect.width to obtain panel width.
A name for a component that is accessible from any node in a project, which can be declared in a component's Global Operator Shortcut parameter.
There are four types of shortcuts: Application Shortcuts that are built-in to TouchDesigner's authoring interface, Panel Shortcuts that you create for any custom built panels, Parent Shortcuts for accessing a component from within that component, and Global OP Shortcuts that access a unique component from anywhere in TouchDesigner.
Any of the procedural data operators. OPs do all the work in TouchDesigner. They "cook" and output data to other OPs, which ultimately result in new images, data and audio being generated. See Node.
A custom interactive control panel built within TouchDesigner. Panels are created using Panel Components whose look is created entirely with TOPs.
To pulse a parameter is to send it a signal from a CHOP or python or a mouse click that causes a new action to occur immediately. A pulse from a CHOP is typically a 0 to 1 to 0 signal in a channel, and a pulse via python is via a
.pulse() call on a pulse-type parameter, such as Reset in a Speed CHOP.
TOuch Environment file, the file type used by TouchDesigner to save your project.
Every component contains a network of operators that create and modify data. The operators are connected by wires that define where data is routed after the operator cooks its inputs and generates an output.