Surface T3D¶
Summary¶
The Surface T3D renders a volume as a solid: the surface where the density's Channel crosses Threshold, found by ray-marching inside a box with the volume's proportions. Its normals come from the density's gradient, measured over Normal Smoothing voxels, and it is shaded like TouchDesigner's Constant, PBR or Phong MAT by the Render TOP's lights.
A second input colours the surface, and Use Maps adds 3D textures that vary the material's parameters across it. With Refraction Steps above 0 the surface becomes transparent: rays bend into the shape and out again, tinted by Occlusion Color on the way, and show an environment map or a backdrop image behind. Extra colour buffers can carry positions and normals for compositing.
Use it with sdf, metaball, geo_to or any density; a T3D Transform Reference puts the surface where the
volume's source geometry was.
Parameters - Surface Page¶
Threshold Threshold - The iso-value: the surface is where the density's Channel crosses it. Lower values give a larger shape.
Channel Channel ⊞ - The value of the density the surface is taken from.
Normal Smoothing Normalsmoothing - Distance, in voxels, over which the normal is measured. 1 follows the voxels closely; larger values smooth faceting and small bumps out of the shading.
Panel COMP Refpanel - The panel of the operator's built-in camera viewer. Leave at its default.
Render TOP Refrender - The Render TOP of the operator's built-in camera viewer. Leave at its default.
T3D Transform Reference Transformreference - An operator that exports the mapping between the volume and world space (geo_to, point_cloud, metaball, sprinkle, advect): the surface is drawn where that operator's source was.
Parameters - Material Page¶
Type Type ⊞ - The shading model, as TouchDesigner's Constant, PBR and Phong MATs, lit by the Render TOP's lights.
- Constant
Constant - PBR
PBR - Phong
Phong
Constant Constant - Settings of the Constant model.
Color Colorr Colorg Colorb ⊞ - The surface's colour, unlit.
PBR Pbr - Settings of the PBR model.
Base Color Basecolorr Basecolorg Basecolorb ⊞ - Base colour, as the PBR MAT.
Specular Level Specularlevel - Strength of the specular reflection of non-metals, as the PBR MAT.
Metallic Metallic - 0 dielectric, 1 metal, as the PBR MAT.
Roughness Roughness - 0 mirror-like, 1 fully rough, as the PBR MAT.
Ambient Occlusion Ambientocclusion - Multiplies the ambient and environment light.
Phong Phong - Settings of the Phong model.
Ambient uses Diffuse Ambdiff - Uses the Diffuse colour for ambient light too.
Diffuse Diffr Diffg Diffb ⊞ - Diffuse colour.
Ambient Ambr Ambg Ambb ⊞ - Ambient colour, when Ambient uses Diffuse is off.
Specular Specr Specg Specb ⊞ - Specular colour.
Emit Emitr Emitg Emitb ⊞ - Emitted colour, added regardless of lighting.
Constant Constant2r Constant2g Constant2b ⊞ - A constant colour added on top.
Shininess Shininess - Tightness of the specular highlight.
Parameters - Refraction Page¶
Refraction Steps Refractionsteps - How many times a view ray may pass through the surface. 0 renders it opaque; above 0 the ray refracts into the shape and out again, up to this many crossings, and shows what lies behind.
Translucency Translucency - How much of the refracted light shows through, against the shaded surface.
Refraction Index Refractionindex - Index of refraction of the inside (1 no bending, 1.33 water, 1.5 glass).
Fresnel Fresnel - Reflects more at grazing angles, as real transparent surfaces do.
Occlusion Strength Occlusionstrength - Absorption inside the shape: refracted light is tinted towards Occlusion Color with the distance travelled.
Use Color Map Usecolormap - Uses the Color input as the absorption colour inside the shape.
Occlusion Color Occlusioncolorr Occlusioncolorg Occlusioncolorb ⊞ - The colour light takes on inside the shape.
Background Background - What refracted rays see behind the shape.
Mode Bgmode ⊞ - An environment map around the scene, or a backdrop image on a plane behind the shape.
- Environmental Map
EnvironmentalMap - Backdrop
Backdrop
Environment Map Environmentmap - The environment image (latitude-longitude) seen through the shape.
Environment Map Rotate Envlightmaprotatex Envlightmaprotatey Envlightmaprotatez ⊞ - Rotation of the environment map, in degrees about X, Y and Z.
Backdrop Backdrop - The image on the backdrop plane.
Backdrop Distance Backdropdistance - Distance of the backdrop plane behind the shape, in world units.
Backdrop Prefit Backdropprefit ⊞ - How the backdrop image fits its plane.
- Fill
fill - Fit Horizontal
fithorz - Fit Vertical
fitvert - Fit Best
fitbest - Fit Outside
fitoutside - Native Resolution
nativeres
Backdrop Pre-Shrink Preshrink - Pre-shrink of the blur applied to the backdrop (a softer backdrop for rough refraction).
Backdrop Filter Size Size - Filter size of the blur applied to the backdrop.
Backdrop Extend Backdropextend ⊞ - What the backdrop returns beyond its edges.
- Hold
hold - Zero
zero - Repeat
repeat - Mirror
mirror
Render Background Renderbackground - Draws the environment or backdrop itself behind the shape, so the refraction matches what is visible.
Parameters - Maps Page¶
Use Maps Usemaps - Adds four material-map inputs, 3D textures sampled at the surface: for Phong, diffuse, specular, emission and shininess; for PBR, specular level, metallic, roughness and ambient occlusion.
Mode Mode ⊞ - Multiply multiplies the material parameters by the maps; Set uses the maps' values instead.
- Multiply
Multiply - Set
Set
Parameters - Buffers Page¶
Color Buffer Colorbuffer - Extra colour buffers of the Render TOP, one block each (set the Render TOP's number of colour buffers to match): what the surface writes into them.
RGB Colorbuffer0rgb ⊞ - The content of this buffer: the full shading, the position (world, T3D UVW or camera space), or the normal (world, T3D or camera space). For compositing, relighting or post effects.
- Full Shading
Full - World Space Position
World - T3D UVW
UVW - Camera Space Position
CameraPos - World Space Normal
Normal - T3D Normal
T3DNormal - Camera Space Normal
CameraNormal
Version Version - T3D version of this operator. Read-only information; include it when reporting a problem.
Copyright Copyright - Author and licence information. Read-only.
Operator Inputs¶
- Input 0: Density
density- The volume whose isosurface is rendered: the surface lies where Channel crosses Threshold. - Input 1: Color
color- Optional. A 3D texture that colours the surface where it passes through, multiplied with the material.
Performance¶
GPU time when the operator recooks: 0.036 ms at 64³, 0.041 ms at 128³, all of its passes summed (GeForce RTX 4090, TouchDesigner 2025.33230). An operator whose inputs and parameters are unchanged does not recook and costs nothing.