Wireframe MAT

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Summary
[edit]

The Wireframe MAT renders the edges of polygons and curves as lines.

PythonIcon.pngwireframeMAT_Class


Parameters - Wireframe Page

Color color - The color of the light reflected from the material.

  • Red colorr -
  • Green colorg -
  • Blue colorb -

Alpha alpha - The opacity of the material. This parameter is multiplied by point alpha of the object.  

Wireframe Mode wireframemode - -

  • OpenGL Tesselated Wire Frame tesselatedwireframe -
  • Topology Wire Frame topologywireframe -

Line Width linewidth - The width of the lines displayed in wireframe.  


Parameters - Deform Page

Deform dodeform -

Get Bone Data: deformdata - -

  • From a SOP sop -
  • From another MAT mat -
  • From a DeformIn MAT deformin -

SOP with Capture Data targetsop -

pCaptPath Attrib pcaptpath -

pCaptData Attrib pcaptdata -

Skeleton Root Path skelrootpath -

MAT mat -


Parameters - Common Page

Blending
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Blending is summing the color value of the pixel being drawn and the pixel currently present in the Color-Buffer. Blending is typically used to simulate Transparency. The blending equation is: Final Pixel Value = (Source Blend * Source Color) + (Dest Blend * Destination Color)


Blending(Transparency) blending - This toggle enables and disables blending. However see the wiki article Transparency.

Source Color * srcblend - - This value is multiplied by the color value of the pixel that is being written to the Color-Buffer (also know as the Source Color).

  • Zero zero -
  • Dest Color dcol -
  • One Minus Dest Color omdcol -
  • Source Alpha sa -
  • One Minus Source Alpha omsa -
  • Dest Alpha da -
  • One Minus Dest Alpha omda -
  • Source Alpha Saturate sas -
  • One one -

Destination Color * destblend - - This value is multiplied by the color value of the pixel currently in the Color-Buffer (also known as the Destination Color).

  • One one -
  • Src Color scol -
  • One Minus Src Color omscol -
  • Source Alpha sa -
  • One Minus Source Alpha omsa -
  • Dest Alpha da -
  • One Minus Dest Alpha omda -
  • Zero zero -

Separate Alpha Function separatealphafunc - This toggle enables and disables separate blending options for the alpha values.

Source Alpha * srcblenda - - This value is multiplied by the alpha value of the pixel that is being written to the Color-Buffer (also know as the Source Alpha).

  • Zero zero -
  • Dest Color dcol -
  • One Minus Dest Color omdcol -
  • Source Alpha sa -
  • One Minus Source Alpha omsa -
  • Dest Alpha da -
  • One Minus Dest Alpha omda -
  • Source Alpha Saturate sas -
  • One one -

Destination Alpha * destblenda - - This value is multiplied by the alpha value of the pixel currently in the Color-Buffer (also known as the Destination Alpha).

  • One one -
  • Src Color scol -
  • One Minus Src Color omscol -
  • Source Alpha sa -
  • One Minus Source Alpha omsa -
  • Dest Alpha da -
  • One Minus Dest Alpha omda -
  • Zero zero -


Depth Test
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Depth-Testing is comparing the depth value of the pixel being drawn with the pixel currently in the Frame-Buffer. A pixel that is determined to be in-front of the pixel currently in the Frame-Buffer will be drawn over it. Pixels that are determined to be behind the pixel currently in the Frame-Buffer will not be drawn. Depth-Testing allows geometry in a 3D scene to occlude geometry behind it, and be occluded by geometry in-front of it regardless of the order the geometry was drawn.

For a more detailed description of Depth-Testing, refer to the Depth-Test article.


Depth Test depthtest - Enables and disables the Depth-Test. If the depth-test is disabled, depths values aren't written to the Depth-Buffer.

Depth Test Function depthfunc - - The depth value of the pixel being drawn is compared to the depth value currently in the depth-buffer using this function. If the test passes then the pixel is drawn to the Frame-Buffer. If the test fails the pixel is discarded and no changes are made to the Frame-Buffer.

  • Less Than less -
  • Less Than or Equal lessorequal -
  • Equal equal -
  • Greater Than greater -
  • Greater Than or Equal greaterorequal -
  • Not Equal notequal -
  • Always always -

Write Depth Values depthwriting - If Write Depth Values is on, pixels that pass the depth-test will write their depth value to the Depth-Buffer. If this isn't on then no changes will be made to the Depth-Buffer, regardless of if the pixels drawn pass or fail the depth-test.


Alpha Test
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Alpha-testing allows you to choose to draw or not draw a pixel based on its alpha value.


Discard Pixels Based on Alpha alphatest - This enables or disables the pixel alpha test.

Keep Pixels with Alpha alphafunc - - This menu works in conjunction with the Alpha Threshold parameter below in determining which pixels to keep based on their alpha value.

  • Less Than less -
  • Less Than or Equal lessorequal -
  • Greater Than greater -
  • Greater Than or Equal greaterorequal -

Alpha Threshold alphathreshold - This value is what the pixel's alpha is compared to to determine if the pixel should be drawn. Pixels with alpha greater than the Alpha Threshold will be drawn. Pixels with alpha less than or equal to the Alpha Threshold will not be drawn.  


Wire Frame
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The wire-frame feature will render the geometry as wire-frame, using the actual primitive type used in the render. What this means is surfaces like Metaballs, NURBs and Beziers will become a wire-frame of the triangles/triangle-strips used to render them (since these types of primitives can't be natively rendered in OpenGL).


Wire Frame wireframe - - Enables and disables wire-frame rendering with the option of OpenGL Tesselated or Topology based wireframes.

  • Off off -
  • OpenGL Tesselated Wire Frame tesselated -
  • Topology Wire Frame topology -

Line Width wirewidth - This value is the width that the wires will be. This value is in pixels.  


Cull Face
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The cull face parameter will cull faces from the render output. This can be used as an optimization or sometimes to remove artifacts. See Back-Face Culling for more infomation.


Cull Face cullface - - Selects which faces to render.

  • Use Render Setting userender - Use the render settings found in the Render or Render Pass TOP.
  • Neither neither - Do not cull any faces, render everything.
  • Back Faces backfaces - Cull back faces, render front faces.
  • Front Faces frontfaces - Cull front faces, render back faces.
  • Both Faces bothfaces - Cull both faces, render nothing.


Polygon Depth Offset
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This feature pushes the polygons back into space a tiny fraction. This is useful when you are rendering two polygons directly on-top 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.


Polygon Depth Offset polygonoffset - Turns on the polygon offset feature.

Offset Factor polygonoffsetfactor -  

Offset Units polygonoffsetunits -  


MATs
Constant • Depth • GLSL • In • MAT• MAT Common age• Null • Out • PBR • Phong • Point Sprite • Pointsprite • Select • Switch • Texture iltering• Texture Sampling arameters• Wireframe

An that associates a shader with a SOP or Geometry Object for rendering textured and lit objects.

The connection of an output of one node to the input of another node in a network. In contrast, see .

The term "Frame" is used (1) in the , (2) as a time-unit in CHOPs, (3) as a time-unit in TOPs, and (4) with movies images which are read and created with TOPs.

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

TouchDesigner is a hierarchy of components. "root" is the top-most network in the hierarchy. The is simply /. A typical path is /project1/moviein1.

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 . To refer instead to a filesystem folder, directory, disk file or http: address, see .

An that creates, composites and modifies images, and reads/writes images and movies to/from files and the network. TOPs run on the graphics card's GPU.