List of Attributes

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These are the attributes which are currently reserved for TouchDesigner use. The list may change with no notification or fear of consequence by users who have defined their own attributes. This is a suggested list, not a definitive list.

Order of Attribute Precedence[edit]

The order of precedence for attributes from highest to lowest is:

  • Vertex Attributes
  • Point Attributes
  • Primitive Attributes
  • Detail Attributes

Attributes with a higher order of precedence override similar attributes with a lower order of precedence.

Material and Physical Attributes[edit]

Location can be:

d Detail Attribute
pr Primitive Attributes
pt Point Attributes
v Vertex Attributes

Material Group[edit]

Name Type Size Location Description
mat index 1 d, pr Material name specification
Cd float 4 d, pr, pt, v Diffuse color and alpha (override)

Physical Group[edit]

Name Type Size Location Description
N vector 3 pr, pt Surface normal
v vector 3 pt Velocity
uv float 3 pt, v Texture Coordinates (UVW)
lod float 1 d, pr Level of Detail
dir vector 3 pr Vector for attractor force
fedge float 1 pr Edge force for attractor
fvortex float 1 pr Vortex force for attractor
fspiral float 1 pr Spiral force for attractor
mass float 1 pt Mass
drag float 1 pt Coefficient of drag
life float 2 pt Life time (index 0 = time alive, index 1 = death time)
id float 1 pt Identifying tag
rest float 3 pt Rest position

Where Attributes Can be Set[edit]

Following, is a list of where attributes can be adjusted or set:

Attribute Type SOP to Create SOP Where it’s Used
Point Point
Point Cd Point
Primitive Cd Point
Point N Facet, Point Point
Point v Facet Particle, Spring
Point uv Texture, Point
Primitive dir Attractor Particle, Spring
Primitive fedge Attractor Particle, Spring
Primitive fvortex Attractor Particle, Spring
Primitive fspiral Attractor Particle, Spring
Point mass Point Particle, Spring
Point drag Point Particle, Spring
Point life Particle, Spring Particle, Spring, Point
Point id Particle, Spring

Information associated with SOP geometry. Points and primitives (polygons, NURBS, etc.) can have any number of attributes - position (P) is standard, and optional are normals (N), texture coordinates (uv), color (Cd), etc.

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.

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

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