Render Pass TOP
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Summary[edit]
The Render Pass TOP is used along with a Render TOP to achieve multipass rendering. It can build upon its inputs render by using the existing depth/color information in the framebuffers, or it can optionally clear one or both of the depth/color buffers before it does its render.
Parameters - Render Pass Page
Render/RenderPass TOP
renderinput
- The network path to the Render TOP used as input. This parameter can be used as an alternate to connecting a Render or Render Pass TOP to the Render Pass's input connector. Makes it easier to select a render from another network.
Geometry
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
lights
- Specifies which Lights will be used to render the scene. You can use Pattern Matching here as well.
Clear to Camera Color
cleartocamcolor
- Clears the values that are currently in the color buffer (coming from the TOP that is wired to the input of this node).
Clear Depth Buffer
cleardepth
- Clears the values that are currently in the depth buffer (coming from the TOP that is wired to the input of this node).
Positive Sides
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
-
Negative Sides
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
-
Transparency
transparency
- ⊞ - Refer to to the same parameter in the Render TOPs help page.
- Sorted Draw with Blending
sortedblending
-
- Order Independent Transparency
orderind
-
- Alpha-to-Coverage
alphatocoverage
-
Transparency/Peel Layers
transpeellayers
- Refer to to the same parameter in the Render TOPs help page.
Parameters - Advanced Page
Render
render
- Enables rendering; 1 = on, 0 = off.
Dither
dither
- Dithers the rendering to help deal with banding and other artifacts created by precision limitations of 8-bit displays.
Color Output Needed
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.
Draw Depth Only
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.
Allow Blending for Extra Buffers
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.
- Off
off
-
- On
on
-
- Use Input Setting
useinput
-
Cull Face
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
-
Override Material
overridemat
- This allows you to specific 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 infoformation about the geometry rather then lighting them and outputting RGB.
Polygon Depth Offset
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.
Display Overdraw
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.
Overdraw Limit
overdrawlimit
- This value quantizes the outputted color value to some # of overdraws. Refer to the Early Depth-Test for more information.
Parameters - Crop Page
Crop Left
cropleft
- Positions the left edge of the rendered image.
Crop Left Unit
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
-
Crop Right
cropright
- Positions the right edge of the rendered image.
Crop Right Unit
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
-
Crop Bottom
cropbottom
- Positions the bottom edge of the rendered image.
Crop Bottom Unit
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
-
Crop Top
croptop
- Positions the top edge of the rendered image.
Crop Top Unit
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 - Samplers Page
Sampler
sampler
-
Name
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).
TOP
sampler0top
- ⊞ - This is the TOP that will be referenced by the above sampler name above it.
Extend U
sampler0extendu
- ⊞ -
- Hold
hold
-
- Zero
zero
-
- Repeat
repeat
-
- Mirror
mirror
-
Extend V
sampler0extendv
- ⊞ -
- Hold
hold
-
- Zero
zero
-
- Repeat
repeat
-
- Mirror
mirror
-
Extend W
sampler0extendw
- ⊞ -
- Hold
hold
-
- Zero
zero
-
- Repeat
repeat
-
- Mirror
mirror
-
Filter
sampler0filter
- ⊞ -
- Nearest
nearest
-
- Linear
linear
-
- Mipmap Linear
mipmaplinear
-
Anisotropic Filter
sampler0anisotropy
- ⊞ -
- Off
off
-
- 2x
2x
-
- 4x
4x
-
- 8x
8x
-
- 16x
16x
-
Parameters - Vectors Page
Vector
vec
-
Uniform Name
vec0name
- The uniform name, as declared in the shader.
Value
vec0value
- ⊞ -
- Value
vec0valuex
-
- Value
vec0valuey
-
- Value
vec0valuez
-
- Value
vec0valuew
-
Parameters - Common Page
Output Resolution
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
- Fits the width and height to the resolution given below, while maintaining the aspect ratio.
- Limit Resolution
limit
- The width and height are limited to the resolution given below. If one of the dimensions exceeds the given resolution, the width and height will be reduced to fit inside the given limits while maintaining the aspect ratio.
- Custom Resolution
custom
- Enables the Resolution parameter below, giving direct control over width and height.
Resolution
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
-
Use Global Res Multiplier
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.
Output Aspect
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
aspect
- ⊞ - Use when Output Aspect parameter is set to Custom Aspect.
- Aspect1
aspect1
-
- Aspect2
aspect2
-
Input Smoothness
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.
Fill Viewer
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.
Viewer Smoothness
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.
Passes
npasses
- Duplicates the operation of the TOP the specified number of times. Making this larger than 1 is essentially the same as taking the output from each pass, and passing it into the first input of the node and repeating the process. Other inputs and parameters remain the same for each pass.
Channel Mask
chanmask
- Allows you to choose which channels (R, G, B, or A) the TOP will operate on. All channels are selected by default.
Pixel Format
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.
- 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.
Operator Inputs
- Input 0: -
Info CHOP Channels
Extra Information for the Render Pass 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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