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.

PythonIcon.pngrenderpassTOP_Class


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.

Texture Sampling Parameters

Camera camera - Specifies which Camera to look through when rendering the scene.

Geometry geometry - Specifies which Geometry will be included in the rendered scene.

Lights lights - Specifies which Lights will be used to render the scene.

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).


Parameters - Advanced Page

Render render - Enables rendering; 1 = on, 0 = off.

Dither dither -

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.

Alpha-to-Coverage alphatocoverage - This is a feature that allows you to control how the anti-alias is resolved by using the pixel's alpha value. Say the anti-alias setting is set to 4x. This means that for each final pixel color, it will blend the color values of 4 pixels from the anti-alias buffer. When Alpha-to-Coverage is enabled, the alpha value controls how many pixel samples will be used to create the final pixel value. If your alpha value is 0.75, then 3 of the 4 pixels

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.

Offset Factor polygonoffsetfactor - Refer to to the same parameter in the Render TOPs help page.  

Offset Units polygonoffsetunits - Refer to to the same parameter in the Render TOPs help page.  

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 -

Allow Blending for Extra Buffers allowbufblending - -

  • Off off -
  • On on -
  • Use Input Setting useinput -

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.

Depth Peel depthpeel -

Order-Independent Transparency orderindtrans - Refer to to the same parameter in the Render TOPs help page.

Transparency/Peel Layers transpeellayers - Refer to to the same parameter in the Render TOPs help page.

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 -  

Crop Left Unit cropleftunit - -

Crop Right cropright -  

Crop Right Unit croprightunit - -

Crop Bottom cropbottom -  

Crop Bottom Unit cropbottomunit - -

Crop Top croptop -  

Crop Top Unit croptopunit - -


Parameters - GLSL Page

Refer to GLSL section on the Render TOPs help page.

Sampler Name sampler0 -

TOP top0 - 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.

Texture Sampling Parameters

Extend U top0extendu - -

  • Hold hold -
  • Zero zero -
  • Repeat repeat -
  • Mirror mirror -

Extend V top0extendv - -

  • Hold hold -
  • Zero zero -
  • Repeat repeat -
  • Mirror mirror -

Extend W top0extendw - -

  • Hold hold -
  • Zero zero -
  • Repeat repeat -
  • Mirror mirror -

Filter top0filter - -

  • Nearest nearest -
  • Linear linear -
  • Mipmap Linear mipmaplinear -

Anisotropic Filter top0anisotropy - -

  • Off off -
  • 2x 2x -
  • 4x 4x -
  • 8x 8x -
  • 16x 16x -

Sampler Name sampler1 -

TOP top1 -

Texture Sampling Parameters

Extend U top1extendu - -

  • Hold hold -
  • Zero zero -
  • Repeat repeat -
  • Mirror mirror -

Extend V top1extendv - -

  • Hold hold -
  • Zero zero -
  • Repeat repeat -
  • Mirror mirror -

Extend W top1extendw - -

  • Hold hold -
  • Zero zero -
  • Repeat repeat -
  • Mirror mirror -

Filter top1filter - -

  • Nearest nearest -
  • Linear linear -
  • Mipmap Linear mipmaplinear -

Anisotropic Filter top1anisotropy - -

  • Off off -
  • 2x 2x -
  • 4x 4x -
  • 8x 8x -
  • 16x 16x -

Sampler Name sampler2 -

TOP top2 -

Texture Sampling Parameters

Extend U top2extendu - -

  • Hold hold -
  • Zero zero -
  • Repeat repeat -
  • Mirror mirror -

Extend V top2extendv - -

  • Hold hold -
  • Zero zero -
  • Repeat repeat -
  • Mirror mirror -

Extend W top2extendw - -

  • Hold hold -
  • Zero zero -
  • Repeat repeat -
  • Mirror mirror -

Filter top2filter - -

  • Nearest nearest -
  • Linear linear -
  • Mipmap Linear mipmaplinear -

Anisotropic Filter top2anisotropy - -

  • Off off -
  • 2x 2x -
  • 4x 4x -
  • 8x 8x -
  • 16x 16x -

Sampler Name sampler3 -

TOP top3 -

Texture Sampling Parameters

Extend U top3extendu - -

  • Hold hold -
  • Zero zero -
  • Repeat repeat -
  • Mirror mirror -

Extend V top3extendv - -

  • Hold hold -
  • Zero zero -
  • Repeat repeat -
  • Mirror mirror -

Extend W top3extendw - -

  • Hold hold -
  • Zero zero -
  • Repeat repeat -
  • Mirror mirror -

Filter top3filter - -

  • Nearest nearest -
  • Linear linear -
  • Mipmap Linear mipmaplinear -

Anisotropic Filter top3anisotropy - -

  • Off off -
  • 2x 2x -
  • 4x 4x -
  • 8x 8x -
  • 16x 16x -

Sampler Name sampler4 -

TOP top4 - 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.

Texture Sampling Parameters

Extend U top4extendu - -

  • Hold hold -
  • Zero zero -
  • Repeat repeat -
  • Mirror mirror -

Extend V top4extendv - -

  • Hold hold -
  • Zero zero -
  • Repeat repeat -
  • Mirror mirror -

Extend W top4extendw - -

  • Hold hold -
  • Zero zero -
  • Repeat repeat -
  • Mirror mirror -

Filter top4filter - -

  • Nearest nearest -
  • Linear linear -
  • Mipmap Linear mipmaplinear -

Anisotropic Filter top4anisotropy - -

  • Off off -
  • 2x 2x -
  • 4x 4x -
  • 8x 8x -
  • 16x 16x -

Uniform Name uniname0 -

Value value0- - Clears the values that are currently in the depth buffer (coming from the TOP that is wired to the input of this node).

X value0x -


Y value0y -


Z value0z -


W value0w -

Uniform Name uniname1 -

Value value1- - Clears the values that are currently in the depth buffer (coming from the TOP that is wired to the input of this node).

X value1x -


Y value1y -


Z value1z -


W value1w -

Uniform Name uniname2 -

Value value2- - Clears the values that are currently in the depth buffer (coming from the TOP that is wired to the input of this node).

X value2x -


Y value2y -


Z value2z -


W value2w -

Uniform Name uniname3 -

Value value3- - Clears the values that are currently in the depth buffer (coming from the TOP that is wired to the input of this node).

X value3x -


Y value3y -


Z value3z -


W value3w -

Uniform Name uniname4 -

Value value4- - Clears the values that are currently in the depth buffer (coming from the TOP that is wired to the input of this node).

X value4x -


Y value4y -


Z value4z -


W value4w -


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 - Multiply the input's resolution by that amount.
  • Limit Resolution limit - Multiply the input's resolution by that amount.
  • 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.

Resolution Menu resmenu -

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 -

Aspect Menu armenu -

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.


TOPs
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An Operator Family 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.

The 3D data held in SOPs and passed for rendering by the Geometry COMP.

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

Operators that have 1 or more input, like a Math CHOP, are called filters. See Generator.

The width and height of an image in pixels. Most TOPs, like the Movie File In TOP can set the image resolution. See Aspect Ratio for the width/height ratio of an image, taking into account non-square pixels.

The viewer of a node can be (1) the interior of a node (the Node Viewer), (2) a floating window (RMB->View... on node), or (3) a Pane that graphically shows the results of an operator.

A CHOP outputs one or more channels, where a channel is simply a sequence of numbers, representing motion, audio, etc. Channels are passed between CHOPs in TouchDesigner networks. See also Export.