View table: OPPars

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Table structure:

  1. opFamily - String
  2. parLabel - String
  3. parName - String
  4. parSummary - Wikitext
  5. parOrder - Integer
  6. opType - String
  7. parType - String
  8. parReadOnly - Boolean
  9. hidden - Boolean
  10. deprecated - Boolean
  11. deprecatedVer - String

This table has 16,544 rows altogether.

Recreate data.

Page opFamily parLabel parName parSummary parOrder opType parType parReadOnly hidden deprecated deprecatedVer
Ableton Link CHOP (edit) CHOP Active active

Turns the CHOP's output on or off.

0 ableton Toggle
Ableton Link CHOP (edit) CHOP Bar bar

Output the current bar.

6 ableton Toggle
Ableton Link CHOP (edit) CHOP Beat beat

Output the current beat.

7 ableton Toggle
Ableton Link CHOP (edit) CHOP Beats beats

Outputs the total number of beats.

12 ableton Toggle
Ableton Link CHOP (edit) CHOP Callbacks DAT callbacks

Path to a DAT containing callbacks for each event received.

3 ableton DAT
Ableton Link CHOP (edit) CHOP Count count

Increases the count each bar.

4 ableton Toggle
Ableton Link CHOP (edit) CHOP Count+Ramp countramp

A ramp that counts up until the bar is reset.

5 ableton Toggle
Ableton Link CHOP (edit) CHOP Enable enable

Initializes the connection to the Ableton Link session.

1 ableton Toggle
Ableton Link CHOP (edit) CHOP Export Method exportmethod

This will determine how to connect the CHOP channel to the parameter. Refer to the Export article for more information.

3 all Menu
Ableton Link CHOP (edit) CHOP Export Root autoexportroot

This path points to the root node where all of the paths that exporting by Channel Name is Path:Parameter are relative to.

4 all OP
Ableton Link CHOP (edit) CHOP Export Table exporttable

The DAT used to hold the export information when using the DAT Table Export Methods (See above).

5 all DAT
Ableton Link CHOP (edit) CHOP Phase phase

Outputs the current phase in the bar.

13 ableton Toggle
Ableton Link CHOP (edit) CHOP Pulse pulse

Outputs a pulse each bar.

2 ableton Toggle
Ableton Link CHOP (edit) CHOP Ramp ramp

Outputs a 0-1 ramp each bar.

1 ableton Toggle
Ableton Link CHOP (edit) CHOP Ramp Bar rampbar

Outputs a 0-1 ramp each bar.

9 ableton Toggle
Ableton Link CHOP (edit) CHOP Ramp Beat rampbeat

Outputs a 0-1 ramp each beat.

10 ableton Toggle
Ableton Link CHOP (edit) CHOP Sample Rate Match srselect

Handle cases where multiple input CHOPs' sample rates are different. When Resampling occurs, the curves are interpolated according to the Interpolation Method Option, or "Linear" if the Interpolate Options are not available.

2 all Menu
Ableton Link CHOP (edit) CHOP Scope scope

To determine which channels get affected, some CHOPs use a Scope string on the Common page. See Pattern Matching.

1 all StrMenu
Ableton Link CHOP (edit) CHOP Signature signature

Specifies the time signature. The first number is the number of beats per measure and the second number indicates the type of note that constitutes one beat. See Time Signature - Wikipedia for additional information.

2 ableton Int
Ableton Link CHOP (edit) CHOP Sine sine

Outputs a sine wave each bar.

3 ableton Toggle
Ableton Link CHOP (edit) CHOP Sixteenths sixteenths

Output the current sixteenths.

8 ableton Toggle
Ableton Link CHOP (edit) CHOP Start Stop Sync Enable startstopsync

Enables start stop synchronization for the entire Ableton Link session. Start stop synchronization allows for sharing of start or stop signals between subgroups of peers in a Link session.

1 ableton Toggle
Ableton Link CHOP (edit) CHOP Status Channels status

Enables the following status channels

  • numpeers - number of Ableton Link enabled devices or app found on the network.
  • linked - if the Ableton Link CHOP is connected to the Link network.
  • waiting - if the Ableton Link CHOP is in a waiting state and not synced.
  • synced - if the Ableton Link CHOP has synced with the Link network.
0 ableton Toggle
Ableton Link CHOP (edit) CHOP Tempo tempo

Outputs the current tempo (also known as BPM).

11 ableton Toggle
Ableton Link CHOP (edit) CHOP Time Slice timeslice

Turning this on forces the channels to be "Time Sliced". A Time Slice is the time between the last cook frame and the current cook frame.

0 all Toggle
Accumulate POP (edit) POP Attribute Class attrclass

Makes the POP operate on point attributes, vertex attributes or primitive attributes where applicable.

0 accumulatePOP Menu
Accumulate POP (edit) POP Attribute Type attrtype

The output attribute's data type, default float.

0 accumulatePOP Menu
Accumulate POP (edit) POP Bypass bypass

Pass through the first input to the output unchanged.

0 filter Toggle
Accumulate POP (edit) POP Components attrnumcomps

The number of components in the new custom attribute.

0 accumulatePOP Menu
Accumulate POP (edit) POP Default Value attrdefaultval

Default values of the output attribute components if they cannot be computed.

0 accumulatePOP Float
Accumulate POP (edit) POP Delete Input Attributes delinputattrs

Only output which attributes you specify in this POP - helps isolate attributes into a separate branch.

2 filter Toggle
Accumulate POP (edit) POP Free Extra GPU Memory freeextragpumem

Free memory that has accumulated when output memory has grown and shrunk.

1 filter Pulse
Accumulate POP (edit) POP Input Attribute Scope inputattrscope

Input's attributes you want to affect within the chosen attribute class, or attribute components.

0 accumulatePOP StrMenu
Accumulate POP (edit) POP Output Attribute Scope outputattrscope

Name of attribute to output (can choose components of attribute), can choose from menu.

0 accumulatePOP StrMenu
Accumulate POP (edit) POP Override Automatic Attribute overrideautoattr

Whether to override the kind of attribute automatically created based on the POP input and parameters. Allows to specify manually the type and number of components of the new attribute.

0 accumulatePOP Toggle
Accumulate POP (edit) POP Type scantype

The accumulated value for each point includes the current point's value, or does not include the current point's value.

0 accumulatePOP Menu
Actor COMP (edit) COMP A instancea

Select what data to apply to the diffuse color of the instances, use the drop-down menu on the right to easily select from the available options. These parameters will be combined/replaced with the SOPs 'Cd' attribute, as chosen by the Color Mode parameter.

20 object StrMenu
Actor COMP (edit) COMP Active active

Toggle the actor on/off. If the actor is active, then it will be updated as the simulation progress. However, if it is inactive, then it will be removed from the simulation and no longer collide with any of the other actors/bodies. As a result, it's transform will also no longer be updated.

3 actorCOMP Toggle
Actor COMP (edit) COMP Active instanceactive

Select the data channel that will be used to control which instances are rendered. Only instances with a non-zero value in this channel will be rendered; instances with a zero active channel value will be skipped. If no data is assigned to this channel then all instances are rendered. Use the drop-down menu on the right to easily select from the available options.

8 object StrMenu
Actor COMP (edit) COMP Angular Velocity angvel

The initial angular velocity of the actor in degrees per second in m/s. This parameter can also be used to modify the actor's angular velocity during a simulation. Additionally, it is used in conjunction with the "Cue Velocity" and "Cue Velocity Pulse" parameters.

13 actorCOMP XYZ
Actor COMP (edit) COMP Anisotropic Filter instancetexanisotropy 26 object Menu
Actor COMP (edit) COMP Apply Pre-Transform pxform

Enables the transformation on this page.

0 object Toggle
Actor COMP (edit) COMP 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.

16 object Float
Actor COMP (edit) COMP B instanceb

Select what data to apply to the diffuse color of the instances, use the drop-down menu on the right to easily select from the available options. These parameters will be combined/replaced with the SOPs 'Cd' attribute, as chosen by the Color Mode parameter.

19 object StrMenu
Actor COMP (edit) COMP Bullet Feedback CHOP bulletfb

A reference to a CHOP from which to feedback. The Actor COMP will read transformation and velocity data (in the correct format, see Bullet Solver CHOP for more information) from the CHOP, and overwrite the current values at the beginning of the next frame. A feedback loop can be created with this parameter and the Bullet Solver CHOP. See Bullet Solver CHOP. NOTE: scale cannot be feedbacked. force[xyz] and torque[xyz] can be used to apply forces to specific bodies.

9 actorCOMP CHOP
Actor COMP (edit) COMP Center of Mass com

Specifies the center of mass of the collision shape. The center of mass is the point around which the body will rotate. Center of mass can be viewed using a guide in the Actor COMP's viewer. It is shown as a red axis.

8 actorCOMP XYZ
Actor COMP (edit) COMP Clone Master clone

Path to a component used as the Master Clone.

5 geometry COMP
Actor COMP (edit) COMP Collision Shape shape

The type of collision shape to make from the selected SOPs. Collision shapes can be viewed using a guide in the Actor COMP's viewer

6 actorCOMP Menu
Actor COMP (edit) COMP Collision SOPs sops

Specifies SOPs or COMPs to use for the collision shape. If a SOP is referenced, then just that SOP will be used for the collision shape. But if a COMP is selected then all SOPs inside of that (recursive) will be used for the collision shape. If this parameter is left blank, then the SOPs selected will be all SOPs inside the Actor COMP with display and render flags on.

5 actorCOMP OP
Actor COMP (edit) COMP 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).

15 object Menu
Actor COMP (edit) COMP Color OP instancecolorop

Select a specific operator to get data from for the Color instance attributes below. If not specified, the the operator specified in the 'Default Instance OP' on the Instance parameter page can be used.

16 object OP
Actor COMP (edit) COMP 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.

9 object Pulse
Actor COMP (edit) COMP Continuous Collision Detection ccd

Toggles continuous collision detection on/off for this actor. Typically, collision detection is done discretely, meaning that collision is verified at the beginning/end of a frame. However, if a body is going too fast it will move too far in a single frame and therefore clip through any surfaces (ie. No collision detected). Continuous collision detection improves upon this by performing collision detection at intervals between the body's initial and final positions within a frame. Continuous collision detection can affect performance, so even if the parameter is toggled on it will not be used all the time. It will only be used for bodies moving above a velocity threshold.

6 actorCOMP Toggle
Actor COMP (edit) COMP Cue Pulse cuevelpulse

Pulse the linear and angular velocity to values given by linvel and angvel. This will set the velocity to the given value at the beginning of the next frame.

11 actorCOMP Pulse
Actor COMP (edit) COMP Cue Velocity cuevel

Holds the linear and angular velocity and values given by linvel and angvel. The object will still collide with any other bodies in the simulation.

10 actorCOMP Toggle
Actor COMP (edit) COMP Custom Instance instance

Sequence of arbitrary attributes to be assigned to instances

0 geometryCOMP Sequence
Actor COMP (edit) COMP Default Instance OP instanceop

Specify a path to a CHOP or DAT used to transform the instances. Number of samples/rows in this CHOP or DAT determines the number of instances when using the CHOP Length/DAT Num Rows mode for Instance Count.

3 object OP
Actor COMP (edit) COMP Display Guide dispguide

Toggles on the display for the collision shape in the COMP viewer.

7 actorCOMP Toggle
Actor COMP (edit) COMP Draw Priority drawpriority

Determines the order in which the Components are drawn. Smaller values get drawn after larger values. The value is compared with other Components in the same parent Component, or if the Component is the top level one listed in the Render TOP's 'Geometry' parameter, then against other top-level Components listed there. This value is most often used to help with Transparency.

2 object Float
Actor COMP (edit) COMP Ellipsoid Tolerance elltol

The tolerance of the minimum volume bounding ellipsoid. In other words, how close to the optimal solution it is.

7 actorCOMP Float
Actor COMP (edit) COMP Emission Size emitsize

The size of the 2D emission grid. The size represents the number of particles on each side of the emission grid. For example, a 2x5 emission size will emit a grid 2 particles wide and 5 particles high.

2 actorCOMP XY
Actor COMP (edit) COMP Emission Speed emitspeed

The speed the particles come out of the emitter.

3 actorCOMP Float
Actor COMP (edit) COMP Enable Cloning enablecloning

Control if the OP should be actively cloneing. Turning this off causes this node to stop cloning it's 'Clone Master'.

3 geometry Toggle
Actor COMP (edit) COMP Enable Cloning Pulse enablecloningpulse

Instantaneously clone the contents.

4 geometry Pulse
Actor COMP (edit) COMP Enable Emission emit

When enabled, the Actor COMP will actively emit particles.

1 actorCOMP Toggle
Actor COMP (edit) COMP Enable External .tox enableexternaltox

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.

7 geometry Toggle
Actor COMP (edit) COMP Enable External .tox Pulse enableexternaltoxpulse

This button will re-load from the external .tox file (if present).

7 geometry Pulse
Actor COMP (edit) COMP Extend U instancetexextendu 22 object Menu
Actor COMP (edit) COMP Extend V instancetexextendv 23 object Menu
Actor COMP (edit) COMP Extend W instancetexextendw 24 object Menu
Actor COMP (edit) COMP Extension ext

Sequence of info for creating extensions on this component

0 object Sequence
Actor COMP (edit) COMP External .tox Path 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.

7 geometry File
Actor COMP (edit) COMP Filter instancetexfilter 25 object Menu
Actor COMP (edit) COMP First Row is instancefirstrow

What to do with the first row of a table DAT when using DAT rows for Instance Count.

4 object Menu
Actor COMP (edit) COMP Flex Type flextype

The type of dynamic Flex actor.

0 actorCOMP Menu
Actor COMP (edit) COMP Forces forces

A list of local forces, meaning forces (ie. Force COMPs) that will only be applied to this actor.

0 actorCOMP OBJ
Actor COMP (edit) COMP Forward Direction forwarddir

Sets which axis and direction is considered the forward direction.

9 object Menu
Actor COMP (edit) COMP Friction friction

The kinetic friction of the actor. It is the resistance between two bodies rubbing/sliding. The overall friction is the product of the two bodies touching. For example, if one body has 0 friction and the other has 1, then the overall friction between the two bodies is 0.

3 actorCOMP Float
Actor COMP (edit) COMP G instanceg

Select what data to apply to the diffuse color of the instances, use the drop-down menu on the right to easily select from the available options. These parameters will be combined/replaced with the SOPs 'Cd' attribute, as chosen by the Color Mode parameter.

18 object StrMenu
Actor COMP (edit) COMP Global OP Shortcut opshortcut

Specifies a name you can use anywhere at all as the path to that component. See Global OP Shortcut.

0 geometry COMP
Actor COMP (edit) COMP Gravitational Acceleration gravity

Actor's local gravity in m/s^2. Will only be applied if the actor is not using the Bullet Solver COMP's global gravity ie. the "Use Global Gravity" parameter above is turned off.

2 actorCOMP XYZ
Actor COMP (edit) COMP Infinite Mass infinitemass

Give the actor infinite mass. If the object is dynamic this will make it unmovable and static. Toggling infinite mass on or off will not require recreation of the collision shape, unlike changing the Kinematic State parameter.

8 actorCOMP Toggle
Actor COMP (edit) COMP Initialize Actor initialize

Recreates the collision shapes for all the bodies in the Actor COMP. Also resets all velocities and position to their default state. Initialize Actor should be pulsed when any changes are made to the SOPs used for creating the collision shape, or for any changes to the instancing OP.

0 actorCOMP Pulse
Actor COMP (edit) COMP Instance Count Mode instancecountmode

Two modes to determine how many instances will be created.

1 object Menu
Actor COMP (edit) COMP Instance Order instanceorder

Sets how transforms are applied to the instances.

9 object Menu
Actor COMP (edit) COMP Instance Textures instancetexs

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

21 object TOP
Actor COMP (edit) COMP Instancing instancing

Turns on instancing for the Geometry Component.

0 object Toggle
Actor COMP (edit) COMP Internal OP iop

Sequence header for internal operators.

0 panel Sequence
Actor COMP (edit) COMP Kinematic State kinstate

The kinematic state defines the Actor COMPs ability to move from external forces. If an object is dynamic, then it is moveable in the simulation, but if it static then it is not.

4 actorCOMP Menu
Actor COMP (edit) COMP Light Mask lightmask

By default all lights used in the Render TOP will affect geometry renderer. This parameter 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.

5 object OBJ
Actor COMP (edit) COMP Linear Velocity linvel

The initial linear velocity of the actor in m/s. This parameter can also be used to modify an actor's linear velocity during a simulation. Additionally, it is used in conjunction with the "Cue Velocity" and "Cue Velocity Pulse" parameters.

12 actorCOMP XYZ
Actor COMP (edit) COMP 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.

6 geometry Toggle
Actor COMP (edit) COMP Look At lookat

Allows you to orient this Component by naming another 3D 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.

8 object Object
Actor COMP (edit) COMP 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, for example, 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.
10 object StrMenu
Actor COMP (edit) COMP Mass mass

The mass in kilograms of the actor.

9 actorCOMP Float
Actor COMP (edit) COMP Material material

Selects a MAT to apply to the geometry inside.

0 object MAT
Actor COMP (edit) COMP Max Emission Particles emitmax

Sets the maximum number of particles in the Actor COMP. Once this number is reached, emission will be done by recycling existing particles in the Actor COMP.

4 actorCOMP Float
Actor COMP (edit) COMP Name ext0name

Optional name to search by, instead of the instance class name.

1 object Str
Actor COMP (edit) COMP 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.)

0 geometry Menu
Actor COMP (edit) COMP Num Instances numinstances

When using the Manual mode for Instance Count, this parameter set the number of instances.

2 object Int

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