Common page¶
Every operator that outputs a volume has a Common page with the same parameters. They are described here once; operator pages link here instead of repeating them.
8-bit by default
Pixel Format defaults to Use Input. An operator with nothing connected to its first input resolves that to 8-bit fixed (RGBA): values are clamped to 0–1 and quantised in steps of 1/255, and every operator downstream inherits the format. Set a float format at the start of a chain that carries signed distances, densities above 1, velocities or positions.
Parameters - Common Page¶
Output Resolution Outputresolution ⊞ - Where the output's width, height and depth come from. With nothing connected to the first input the operator always uses Resolution, whichever option is set.
- Use Input
useinput- The first input's width, height and depth. - Custom
custom- The Resolution parameter.
Resolution Resolution1 Resolution2 Resolution3 ⊞ - Width, height and depth of the output in voxels. Used when Output Resolution is Custom, or when the first input is not connected. Memory is width × height × depth × bytes per voxel of the Pixel Format: 256³ at 16-bit float RGBA is 128 MiB.
Input Smoothness Inputfiltertype ⊞ - Filtering of the internal GLSL TOPs' input samplers, as TouchDesigner's Input Smoothness. Inputs are read at normalised coordinates, so this matters whenever the input and output resolutions differ or an input is transformed. Nearest Pixel returns voxels unblended; Interpolate Pixels is trilinear.
- Nearest Pixel
nearest - Interpolate Pixels
linear - Mipmap Pixels
mipmap
Passes Npasses - Has no effect on this operator: its shaders are compute shaders, which read the connected input on every pass, so extra passes repeat identical work. Leave it at 1.
Pixel Format Format ⊞ - Pixel format of the output. Use Input takes the first input's format. With nothing connected, Use Input resolves to 8-bit fixed (RGBA), which clamps values to 0–1 and quantises them to 1/255: set a float format for signed distances, densities above 1, velocities or anything else outside 0–1.
Bypass Bypass - Passes the first input through unchanged and skips the operator's work. With nothing connected the output is a single black voxel.
Version Version - T3D version of this operator. Read-only information; include it when reporting a problem.
Copyright Copyright - Author and licence information. Read-only.
Passes¶
Whether Passes does anything depends on the operator. Measured, it repeats the operation on its own result
in add, composite, cross, difference, displace, edge, lookup, matte, multiply, optical_flow, remap, slope, subtract, threshold, top_to. In the other operators every shader stage is a compute shader, which reads the connected
input on every pass, so extra passes cost time and change nothing.
Memory¶
A volume holds width × height × depth voxels, so memory grows with the cube of the resolution:
| Resolution | 8-bit RGBA | 16-bit float RGBA | 32-bit float RGBA |
|---|---|---|---|
| 64³ | 1 MiB | 2 MiB | 4 MiB |
| 128³ | 8 MiB | 16 MiB | 32 MiB |
| 256³ | 64 MiB | 128 MiB | 256 MiB |
| 512³ | 512 MiB | 1 GiB | 2 GiB |
Single-channel formats (Mono) take a quarter of the RGBA figure.