FBX COMP

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Summary
[edit]

The FBX COMP imports geometry, animations and scenes using the FBX file format from Maya, 3DS Max, Cinema4D, Houdini and others. The FBX COMP currently uses the 2019.0 version of the FBX SDK.

FBX is a file format and set of libraries from Autodesk that is used to exchange models, animations and image/texture data between applications. The FBX COMP reads FBX files and supports most of its features. You can drag-drop a .fbx into a TouchDesigner network or import it via the File > Import File... menu. See also File Types.

The assets from the FBX file are saved into a ".tdc" file with the same name as the FBX file inside the TDImportCache folder, which is created next to your .toe file. Assets are read from the ".tdc" file using Import Select OPs (Import Select TOP / Import Select SOP / Import Select CHOP). Upon reloading a .toe file, the assets can be imported directly from the ".tdc" cache, and the FBX file will not need to be re-imported. However, if there is no existing ".tdc" (for instance, if the toe file changed computers) then the FBX file will be reopened to grab the assets and a new ".tdc" will be saved out.

To open a FBX file in a FBX COMP:

1) Specify a valid file path in the "FBX File" parameter, including the name of the file with correct .fbx extension.

2) This step is varied depending on whether the FBX COMP is just created and if any changes in the default values of parameters are required or not. If the file is being loaded for the first time in the network and the default parameter values are accepted then simply press the "Build Network" to generate the FBX network and import the assets. Note that we recommend toggling the "Merge Geometry" to On for any medium or large files as it can significantly improve performance. Generally, any changes in the parameters above the "Build Network" requires the network to be built again.

3) The "Reload" button is being used for reloading the internal assets (e.g. meshes, etc.) and this is specifically useful if the file has moved to another location and when the .toe file is opened the assets were not found and reloaded properly.

4) The "Update" button is used when some changes on FBX file are made and we want to merge those changes into the current network without fully rebuilding it.

See also: FBX, Import Select CHOP, Import Select TOP, Import Select SOP, USD COMP

PythonIcon.pngfbxCOMP_Class


Parameters - FBX Page

NOTE: changes to any of the below parameters aren’t applied until the FBX File is rebuilt, either through "Build Network" or "Update".

FBX File file - The FBX file to import.  

Reload File reload - A pulse to reload the contents of the assets from the file without making any changes to the existing network.  

Lights lights - When enabled the FBX COMP will import any lights within the FBX File.  

Cameras cameras - When enabled the FBX COMP will import any cameras within the FBX File.  

Generate Actor COMPs genactors - When enabled, will generate Actor COMPs in place of Geometry COMPs as the parents' of Import Select SOPs. This is useful for working with Bullet Dynamics systems with your imported geometry.  

Merge Geometry mergegeo - When enabled the FBX COMP will merge Geometry COMPs. Geometry COMPs are merged if they have only default parameters except transform. If they have the same material then their Import Select SOPs will be merged.  

Merge Level mergelevel - When enabled the FBX COMP will attempt to merge up to the desired “level”. Level is how many steps down a node is from the root (FBX COMP). If its level is higher than the merge level and it is mergeable then it will be merged upward.  

Primitive Groups primgroups - When enabled the FBX COMP will put each merged SOP into its own primitive group, so that they can be split up later if need be.  

Max Wired Children maxwiredchildren - Any COMPs that have more wired children than this parameter will have those wired children converted to internal children of the COMP. This maintains parenting but can cleanup networks.  

Direct to GPU gpudirect - Load the geometry directly to the GPU.  

Build Network buildnetwork - Performs a clean import of the FBX file. Builds the network from the imported file with the above parameters. If there are any nodes inside the FBX COMP they will be removed prior to importing.  

Keep Parameters keepparams - When enabled, any parameter conflicts during update will keep the user changes. When disabled, any user changes to parameters may be overwritten.  

Keep Connections keepconnections - When enabled, any wiring/connection conflicts during update will keep the user changes. When disabled, any user changes to wiring/connections may be overwritten.  

Update update - Imports the FBX file with the above parameters and with the above merge conditions and merges it with the network that is currently inside the FBX COMP, therefore maintaining your changes. This parameter should be used if the FBX file is modified and those changes need to be reflected in TouchDesigner.  

Callbacks DAT callbacks - The Callbacks DAT will execute during import or update allowing for modification and customization of the imported operators and resulting network.  


Parameters - Play Page

This page includes the animation controls parameters of FBX within TouchDesigner.

Animation animation - Specifies the animation name (if any is specified) to playback from the imported FBX.  

Shift Animation Start shiftanimationstart - A toggle to specify whether to shift the animation to the start of animation indicated in the importing file.  

Sample Rate Mode sampleratemode - - Select between using the 'File FPS' embedded in the FBX file or setting a 'Custom' sample rate.

  • File FPS filefps -
  • Custom custom -

Sample Rate samplerate - Set the sample rate when the "Sample Rate Mode" parameter above is set to 'Custom'.  

Play Mode playmode - - A menu to specify the method used to play the animation.

  • Locked to Timeline lockedtotimeline - This mode locks the animation position to the timeline. The parameters Play, Speed, Index, Cue and Cue Point, are disabled in this mode since the timeline is directly tied to animation position.
  • Specify Index specifyindex - This mode allows the user to specify a particular index (position) in the animation using the Index parameter below. Use this mode for random access to any location in the animation.
  • Sequential sequential - This mode continually plays regardless of the timeline position (the Index parameter is disabled). Play, Speed, Cue, and Cue Point parameters below are enabled to allow some control. The default is set to this value.

Initialize initialize - Resets the animation to its initial state.  

Start start - Resets the animation to its initial state and starts playback.  

Cue cue - Jumps to and holds at the Cue Point when set to 1. Only available when Play Mode is Sequential.  

Cue Pulse cuepulse - Jumps to the Cue Point when pulsed. Only available when Play Mode is Sequential.  

Cue Point cuepoint - Set any index in the animation as a point to jump to. Only available when Play Mode is Sequential.  

Cue Point Unit cuepointunit - - Select what type of unit to specify the Cue Point with.

  • Frames frames -
  • Seconds seconds -
  • Fraction fraction -
  • Index indices -

Play play - Animation plays when On and stops when Off. This animation playback control is only available when Play Mode is Sequential.  

Index index - This parameter explicitly sets the animation position when Play Mode is set to Specify Index. The units menu on the right lets you specify the index in the following units: Index, Frames, Seconds, and Fraction (percentage)  

Index Unit indexunit - -

  • Frames frames -
  • Seconds seconds -
  • Fraction fraction -
  • Index indices -

Speed speed - This is a speed multiplier which only works when Play Mode is Sequential. A value of 1 is the default playback speed. A value of 2 is double speed, 0.5 is half speed and so on. Negative values will play backwards.  

Trim trim - A toggle to enable the Trim Start and Trim End parameters.  

Trim Start tstart - Sets an in point from the beginning of the animation, allowing you to trim the starting index of the animation. The units’ menu on the right let you specify this position by index, frames, seconds, or fraction (percentage).  

Trim Start Unit tstartunit - - Specifies a unit type for Trim Start. Changing this will convert the previous unit to the selected unit.

  • Frames frames -
  • Seconds seconds -
  • Fraction fraction -
  • Index indices -

Trim End tend - Sets an end point from the end of the movie, allowing you to trim the ending index of the animation. The units’ menu on the right let you specify this position by index, frames, seconds, or fraction (percentage).  

Trim End Unit tendunit - - Specifies a unit type for Trim End. Changing this will convert the previous unit to the selected unit.

  • Frames frames -
  • Seconds seconds -
  • Fraction fraction -
  • Index indices -

Extend Left textendleft - - Determines how the animation behaves before the start of the animation (or Trim Start position if it is used).

  • Hold hold -
  • Cycle cycle -
  • Mirror mirror -

Extend Right textendright - - Determines how the animation behaves after the end of the animation (or Trim End position if it is used).

  • Hold hold -
  • Cycle cycle -
  • Mirror mirror -


Parameters - Xform Page

The Xform parameter page controls the object component's transform in world space.

Transform Order xord - - The menu attached to this parameter 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 translate * rotate * scale * vectorOrPosition.

  • Scale Rotate Translate srt -
  • Scale Translate Rotate str -
  • Rotate Scale Translate rst -
  • Rotate Translate Scale rts -
  • Translate Scale Rotate tsr -
  • Translate Rotate Scale trs -

Rotate Order rord - - 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 -

Translate t - - The three fields allow 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 -

Rotate r - - The three fields allow 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 rx -
  • Y ry -
  • Z rz -

Scale s - - The three fields allow 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 sx -
  • Y sy -
  • Z sz -

Pivot 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.

Objects17.gif

In the example above, rotations performed on an Component with different pivot points produce very different results.

  • X px -
  • Y py -
  • Z pz -

Uniform Scale 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.

 

Constrain To constrain - Allows the location of the object to be constrained to any other object whose path is specified in this parameter.  

Look At lookat - Allows you to orient your Component by naming the 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.

 

Look At Up Vector 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 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.

 

Path SOP pathsop - Names the SOP that functions as the path you want this Component to move along. For instance, you can name an SOP that provides a spline path for the camera to follow.

Production Tip: For Smooth Motion Along a Path - Having a Component follow an animation path is simple. However, when using a NURBS curve as your path, you might notice that the Component speeds up and slows down unexpectedly as it travels along the path. This is usually because the CVs are spaced unevenly. In such a case, use the Resample SOP to redistribute the CVs so that they are evenly spaced along the curve. A caution however - using a Resample SOP can be slow if you have an animating path curve.

An alternative method is to append a Basis SOP to the path curve and change it to a Uniform Curve. This way, your Component will move uniformly down the curve, and there is no need for the Resample SOP and the unnecessary points it generates.  

Roll roll - Using the angle control you can specify a Component's rotation as it animates along the path.  

Position 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.  

Orient along 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.  

Orient Up Vector up - - When orienting a Component, the Up Vector is used to determine where the positive Y axis points.

  • X upx -
  • Y upy -
  • Z upz -

Auto-Bank Factor 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 before the Xform page's parameters are applied. That is, it is the same as connecting a Null COMP as a parent of this node, and putting same transform parameters in there as you would in the Pre-Xform page. In terms of matrix math, if we use the 'multiply vector on the right' (column vector) convention, the equation would be preXForm * xform * vector.

Apply Pre-Transform pxform -  

Transform Order pxord - -

  • Scale Rotate Translate srt -
  • Scale Translate Rotate str -
  • Rotate Scale Translate rst -
  • Rotate Translate Scale rts -
  • Translate Scale Rotate tsr -
  • Translate Rotate Scale trs -

Rotate Order prord - -

  • Rx Ry Rz xyz -
  • Rx Rz Ry xzy -
  • Ry Rx Rz yxz -
  • Ry Rz Rx yzx -
  • Rz Rx Ry zxy -
  • Rz Ry Rx zyx -

Translate pt - -

  • X ptx -
  • Y pty -
  • Z ptz -

Rotate pr - -

  • X prx -
  • Y pry -
  • Z prz -

Scale ps - -

  • X psx -
  • Y psy -
  • Z psz -

Pivot pp - -

  • X ppx -
  • Y ppy -
  • Z ppz -

Uniform Scale pscale -  

Reset Transform preset - This button will reset this page's transform so it has no translate/rotate/scale.  

Commit to Main Transform pcommit - This button will copy the transform from this page to the main Xform page, and reset this page's transform.  

Xform Matrix/CHOP/DAT 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.  


Parameters - Render Page

The Display parameter page controls the component's material and rendering settings.

Material material - Selects a MAT to apply to the geometry inside.  

Render 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.  

Draw Priority drawpriority - Determines the order in which the Components are drawn. Smaller values get drawn after (on top of) larger values.  

Pick Priority 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.  

Wireframe Color 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 -

Light Mask 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: n.Somefunction vs n.ext.Somefunction  

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: n.Somefunction vs n.ext.Somefunction  

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: n.Somefunction vs n.ext.Somefunction  

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: n.Somefunction vs n.ext.Somefunction  

Re-Init Extensions 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, clone relationships, Parent Shortcut, and Global OP Shortcut.

Parent Shortcut 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.  

Internal OP iop - The path to the Internal OP inside this component. See Internal Operators.  

Node View 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.

Operator Viewer opviewer - Select which operator's node viewer to use when the Node View parameter above is set to Operator Viewer.  

Keep in Memory keepmemory -  

Enable Cloning enablecloning - Control if the OP should be actively cloned. The Pulse button can be used to instantaneously clone the contents.  

Enable Cloning Pulse enablecloningpulse -  

Clone Master 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.  

External .tox 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 Custom Parameters reloadcustom - When this checkbox is enabled, the values of the component's Custom Parameters are reloaded when the .tox is reloaded.  

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 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.  

Re-Init Network 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.  


TouchDesigner Build:

COMPs
Actor • Ambient Light • Animation • Base • Blend • Bone • Bullet Solver • Button • Camera Blend • Camera • Component • Constraint • Container • Experimental:Engine • Environment Light • FBX • Field • Force • Geometry • Handle • Impulse Force • Light • List • Null • Nvidia Flow Emitter • OP Viewer • Parameter • Replicator • Select • Shared Mem In • Shared Mem Out • Slider • Table • Time • USD • Widget • Window

An Operator Family that contains its own Network inside. There are twelve 3D Object Component and eight 2D Panel Component types. See also Network Path.

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.

The 3D data held in SOPs and passed for rendering by the Geometry COMP.

A surface type in SOPs including polygon, curve (NURBS and Bezier), patch (NURBS and Bezier) and other shapes like sphere, tube, and metaball. Points and Primitives are part of the Geometry Detail, which is a part of a SOP.

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

The Graphics Processing Unit. This is the high-speed, many-core processor of the graphics card/chip that takes geometry, images and data from the CPU and creates images and processed data.

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.

samples-per-second of a CHOP. Each CHOP in your network has a sample rate, whether it is used or not. The overall timeline has a "frame rate", which is the number of animation frames per second, generally your monitor display frequency.

The frame rate that TouchDesigner's Timeline uses. Equal to the Frames per Second value project.cookRate.

The panel at the bottom of TouchDesigner, it controls the current Time of the full system or just one component.

Each SOP has a list of Points. Each point has an XYZ 3D position value plus other optional attributes. Each polygon Primitive is defined by a vertex list, which is list of point numbers.

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 via python is via the .pulse() function on a pulse-type parameter, such as Reset in a Speed CHOP. A pulse from a CHOP is typically a 0 to 1 to 0 signal in a channel.

An Operator Family that contains its own Network inside. There are twelve 3D Object Component and eight 2D Panel Component types. See also Network Path.

The location of an operator within the TouchDesigner environment, for example, /geo1/torus1, a node called torus1 in a component called geo1. The path / is called Root. To refer instead to a filesystem folder, directory, disk file or http: address, see Folder.

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 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.

The component types that are used to render 3D scenes: Geometry Component contain the 3D shapes to render, plus Camera, Light, Ambient Light, Null, Bone, Handle and other component types.

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.

The viewer of a node can be (1) the interior of a node (the Node Viewer), (2) a floating window (RMB->View... on node), or (3) a Pane that graphically shows the results of an operator.

A custom interactive control panel built within TouchDesigner. Panels are created using Panel Components whose look is created entirely with TOPs.

Cloning can make multiple components match the contents of a master component. A Component whose Clone parameter is set will be forced to contain the same nodes, wiring and parameters as its master component. Cloning does not create new components as does the Replicator COMP.

TouchDesigner Component file, the file type used to save a Component from TouchDesigner.