Render Simple TOP
Summary[edit]
The Render Simple TOP renders a single POP with a basic transform, light and an optional texture map or material. Other controls include orthographic/perspective, object color and background RGBA.
The camera is located along the Z-axis. The Normalize Geo parameter will translate and uniformly scale the POP geometry to fit in a box of size 2 in at the origin.
You can render in wireframe or substitute the material with any MAT. The POP's render/display flags are ignored.
Render Simple does not require a Camera COMP, Geometry COMP or Light COMP that is required by the more full-featured Render TOP.
See also Render TOP
Parameters - Setup Page
ortho - Enable this to make the project become orthograhic instead of perspective.
fov - The horizontal FOV in degrees, when using perspective projection.
orthowidth - The orthographic width, when using orthographic projection.
camdistance - The distance along the Z-axis the camera is placed at. Similar to the Translate Z of a Camera COMP.
normalizegeo - Translate and uniformly scale the POP geometry to fit in a cube of size 2 at the origin.
bgcolor - ⊞ - The background color to place behind the rendered geometry. Note that this is always pre-multiplied by the alpha, so set the alpha to 1.0 to get a non-transparent background.
- Background Color
bgcolorr-
- Background Color
bgcolorg-
- Background Color
bgcolorb-
- Background Color
bgcolora-
pop - The path to a single POP to render.
geotranslate - ⊞ - Translate the geometry relative to it's original position.
- Geometry Translate
geotranslatex-
- Geometry Translate
geotranslatey-
- Geometry Translate
geotranslatez-
georotate - ⊞ - Rotate the geometry relative to it's original position.
- Geometry Rotate
georotatex-
- Geometry Rotate
georotatey-
- Geometry Rotate
georotatez-
geoscale - Apply a uniform scale to the geometry relative to it's original position.
lighttranslate - ⊞ - Translate the single point light that is applied to this render in world space.
- Light Translate
lighttranslatex-
- Light Translate
lighttranslatey-
- Light Translate
lighttranslatez-
materialsource - ⊞ - Select where the material that is applied to this POP comes from, some internal parameters, or a MAT node.
- Internal Phong
internalphong- The other material parameters will be used, and a Phong material will be applied
- MAT Node
matnode- The MAT node specificed here will be used.
wireframe - When a Internal Phong is used, this turns on it's wire-frame mode.
constant - ⊞ - Contant color value for the Internal Phong Mode.
- Constant
constantr-
- Constant
constantg-
- Constant
constantb-
diffuse - ⊞ - Diffuse Color for the Internal Phong Mode.
- Diffuse
diffuser-
- Diffuse
diffuseg-
- Diffuse
diffuseb-
colormap - A TOP that will be used for the 'Color Map' for the Internal Phong Mode.
mat - A MAT node to use as the material, instead of the Internal Phong.
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.
parmcolorspace - ⊞ - Controls how all color parameters on this node are interpreted. The color values as treated as being in the selected color space, and are converted to the Working Color Space before they are used as part of the node's operation. Note that this does not change the color space of the node itself, as that is always in the Working Color Space.
- sRGB
srgb- sRGB color space, with sRGB transfer function. Considered an SDR color space with respect to Reference White.
- sRGB - Linear
srgblinear- sRGB color space, with linear transfer function. Considered an SDR color space with respect to Reference White.
- Rec.601 (NTSC)
rec601ntsc- Rec.601 with NTSC primaries color space, with Rec.601 transfer function. Considered an SDR color space with respect to Reference White.
- Rec.709
rec709- Rec.709 color space, with Rec.709 (same as Rec.2020) transfer function. Considered an SDR color space with respect to Reference White.
- Rec.2020
rec2020- Rec.2020 color space, with Rec.2020 (same as Rec.709) transfer function. Considered an HDR color space with respect to Reference White.
- DCI-P3
dcip3- DCI-P3 color space, with D65 white point and 2.6 gamma transfer function. Considered an HDR color space with respect to Reference White.
- DCI-P3 (D60)
dcip3d60- DCI-P3 "D60 sim" color space, with D60 white point, and 2.6 gamma transfer function. Considered an HDR color space with respect to Reference White.
- Display-P3 (D65)
displayp3d65- Display-P3 color space, with D65 white point, and sRGB gamma transfer function. Considered an HDR color space with respect to Reference White.
- ACES2065-1
aces2065-1- ACES 2065-1 (also known as ACES AP0) color space, with a linear gamma transfer function. Considered an HDR color space with respect to Reference White.
- ACEScg
acescg- ACEScg (also known as ACES AP1) color space, with a linear gamma transfer function. Considered an HDR color space with respect to Reference White.
- Passthrough
passthrough- When selected, the color values will be used as-is in the operation, without any modification or attempt to convert them into the Working Color Space.
parmreferencewhite - ⊞ - When converting a parameter color value to the Working Color Space, this controls how it should be treated with respect to Reference White. If the Working Color Space is the same Reference White, then no adjustment is done. If they are different, then the Reference White level (brightness) of this color will be adjusted to the range expected by the Working Color Space. For example if the project is set to have a SDR Reference White of 120 nits, and the HDR Reference White is 80 nits, then a color of (1, 1, 1), which is 120 nits in the SDR color space, will be converted to be (1.5, 1.5, 1.5), which is 120 nits still in the HDR Working Color Space.
- Default For Color Space
default- Will use either the SDR or the HDR Reference White, based on the color space selected.
- Use Parent Panel
useparent- Will use the Reference White that the parent panel has selected. If the top-level panel also has 'Use Parent' selected, then 'UI Reference White' will be used.
- Standard (SDR)
sdr- Will treat the Parameter Color Space as SDR for it's reference white value.
- High (HDR)
hdr- Will treat the Parameter Color Space as HDR for it's reference white value.
- UI
ui- Will treat the Parameter Color Space as UI for it's reference white value. This uses the 'UI Reference White Nits' value for it's brightness.
parmcolorspace - ⊞ - Controls how all color parameters on this node are interpreted. The color values as treated as being in the selected color space, and are converted to the Working Color Space before they are used as part of the node's operation. Note that this does not change the color space of the node itself, as that is always in the Working Color Space.
- sRGB
srgb- sRGB color space, with sRGB transfer function. Considered an SDR color space with respect to Reference White.
- sRGB - Linear
srgblinear- sRGB color space, with linear transfer function. Considered an SDR color space with respect to Reference White.
- Rec.601 (NTSC)
rec601ntsc- Rec.601 with NTSC primaries color space, with Rec.601 transfer function. Considered an SDR color space with respect to Reference White.
- Rec.709
rec709- Rec.709 color space, with Rec.709 (same as Rec.2020) transfer function. Considered an SDR color space with respect to Reference White.
- Rec.2020
rec2020- Rec.2020 color space, with Rec.2020 (same as Rec.709) transfer function. Considered an HDR color space with respect to Reference White.
- DCI-P3
dcip3- DCI-P3 color space, with D65 white point and 2.6 gamma transfer function. Considered an HDR color space with respect to Reference White.
- DCI-P3 (D60)
dcip3d60- DCI-P3 "D60 sim" color space, with D60 white point, and 2.6 gamma transfer function. Considered an HDR color space with respect to Reference White.
- Display-P3 (D65)
displayp3d65- Display-P3 color space, with D65 white point, and sRGB gamma transfer function. Considered an HDR color space with respect to Reference White.
- ACES2065-1
aces2065-1- ACES 2065-1 (also known as ACES AP0) color space, with a linear gamma transfer function. Considered an HDR color space with respect to Reference White.
- ACEScg
acescg- ACEScg (also known as ACES AP1) color space, with a linear gamma transfer function. Considered an HDR color space with respect to Reference White.
- Passthrough
passthrough- When selected, the color values will be used as-is in the operation, without any modification or attempt to convert them into the Working Color Space.
parmreferencewhite - ⊞ - When converting a parameter color value to the Working Color Space, this controls how it should be treated with respect to Reference White. If the Working Color Space is the same Reference White, then no adjustment is done. If they are different, then the Reference White level (brightness) of this color will be adjusted to the range expected by the Working Color Space. For example if the project is set to have a SDR Reference White of 120 nits, and the HDR Reference White is 80 nits, then a color of (1, 1, 1), which is 120 nits in the SDR color space, will be converted to be (1.5, 1.5, 1.5), which is 120 nits still in the HDR Working Color Space.
- Default For Color Space
default- Will use either the SDR or the HDR Reference White, based on the color space selected.
- Use Parent Panel
useparent- Will use the Reference White that the parent panel has selected. If the top-level panel also has 'Use Parent' selected, then 'UI Reference White' will be used.
- Standard (SDR)
sdr- Will treat the Parameter Color Space as SDR for it's reference white value.
- High (HDR)
hdr- Will treat the Parameter Color Space as HDR for it's reference white value.
- UI
ui- Will treat the Parameter Color Space as UI for it's reference white value. This uses the 'UI Reference White Nits' value for it's brightness.
parmcolorspace - ⊞ - Controls how all color parameters on this node are interpreted. The color values as treated as being in the selected color space, and are converted to the Working Color Space before they are used as part of the node's operation. Note that this does not change the color space of the node itself, as that is always in the Working Color Space.
- sRGB
srgb- sRGB color space, with sRGB transfer function. Considered an SDR color space with respect to Reference White.
- sRGB - Linear
srgblinear- sRGB color space, with linear transfer function. Considered an SDR color space with respect to Reference White.
- Rec.601 (NTSC)
rec601ntsc- Rec.601 with NTSC primaries color space, with Rec.601 transfer function. Considered an SDR color space with respect to Reference White.
- Rec.709
rec709- Rec.709 color space, with Rec.709 (same as Rec.2020) transfer function. Considered an SDR color space with respect to Reference White.
- Rec.2020
rec2020- Rec.2020 color space, with Rec.2020 (same as Rec.709) transfer function. Considered an HDR color space with respect to Reference White.
- DCI-P3
dcip3- DCI-P3 color space, with D65 white point and 2.6 gamma transfer function. Considered an HDR color space with respect to Reference White.
- DCI-P3 (D60)
dcip3d60- DCI-P3 "D60 sim" color space, with D60 white point, and 2.6 gamma transfer function. Considered an HDR color space with respect to Reference White.
- Display-P3 (D65)
displayp3d65- Display-P3 color space, with D65 white point, and sRGB gamma transfer function. Considered an HDR color space with respect to Reference White.
- ACES2065-1
aces2065-1- ACES 2065-1 (also known as ACES AP0) color space, with a linear gamma transfer function. Considered an HDR color space with respect to Reference White.
- ACEScg
acescg- ACEScg (also known as ACES AP1) color space, with a linear gamma transfer function. Considered an HDR color space with respect to Reference White.
- Passthrough
passthrough- When selected, the color values will be used as-is in the operation, without any modification or attempt to convert them into the Working Color Space.
parmreferencewhite - ⊞ - When converting a parameter color value to the Working Color Space, this controls how it should be treated with respect to Reference White. If the Working Color Space is the same Reference White, then no adjustment is done. If they are different, then the Reference White level (brightness) of this color will be adjusted to the range expected by the Working Color Space. For example if the project is set to have a SDR Reference White of 120 nits, and the HDR Reference White is 80 nits, then a color of (1, 1, 1), which is 120 nits in the SDR color space, will be converted to be (1.5, 1.5, 1.5), which is 120 nits still in the HDR Working Color Space.
- Default For Color Space
default- Will use either the SDR or the HDR Reference White, based on the color space selected.
- Use Parent Panel
useparent- Will use the Reference White that the parent panel has selected. If the top-level panel also has 'Use Parent' selected, then 'UI Reference White' will be used.
- Standard (SDR)
sdr- Will treat the Parameter Color Space as SDR for it's reference white value.
- High (HDR)
hdr- Will treat the Parameter Color Space as HDR for it's reference white value.
- UI
ui- Will treat the Parameter Color Space as UI for it's reference white value. This uses the 'UI Reference White Nits' value for it's brightness.
Info CHOP Channels
Extra Information for the Render Simple 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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