Experimental:Force POP

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Summary
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The Force POP is used in a Particle POP loop and outputs a float3 attribute named PartForce that sums a set of forces defined in the Force POP.

The forces include, first on the Global page, a single global force, plus a Wind Speed converted to a wind force.

These forces are by default uniform for all particles, but because it can be affected by attributes on the Map page, each particle (point) can have a different global force or wind speed applied to it.

Currently the conversion of wind speed to wind force is hard-wired in the Force POP, but more detailed control will be provided in a future build.

On the Force (Local) page, you can choose between Radial, Axial, Vortex and Spiral local fore types, with position (Translate), Direction, rolloff (Radius) and Strength controls. The global and local forces are added together.

In one Force POP, the local force is added to the global and wind forces to generate the PartForce attribute. If the input of the Force POP already exists, then the Force POP's sum of forces is added to the input's PartForce.

Thus you can string a bunch of Force POPs together and mask each one with a Field POP.

Assuming PartForce is in the (usually Null) POP at the end of the Particle POP's feedback loop, PartForce feeds back to the Particle POP where it is used to calculate all particles' velocity and position on the next frame of the simulation.

However you can define multiple local forces in one Force POP: To enable many forces to be included in one Force POP, the parameter called Spec POP is a pointer to, usually, a Point POP, where each point of the Point POP defines a separate local force, where the attribute names are matched to the the parameter names (for example, attribute strength represents the Strength parameter). In the Point POP you need to create the appropriate matching attributes.

Then the sum of the local forces are added to the global and wind forces to generate the PartForce attribute.

Note that you can create the PartForce attribute any way you want - using Noise, Math Mix, Pattern, Lookup, GLSL POPs etc. You don't need the Force POP - it is just a convenience.

See also Particle POP, Field POP.

PythonIcon.pngforcePOP_Class


Parameters - Force Page

Spec POP specpop -

Global Force globforce - -
  • Global Force globforcex -
  • Global Force globforcey -
  • Global Force globforcez -

Global Force Multiplier globforcemult -

Wind Force windforce - -
  • Wind Force windforcex -
  • Wind Force windforcey -
  • Wind Force windforcez -

Wind Force Multiplier windforcemult -

Local Force Type forcetype - -
  • Radial radial -
  • Axial axial -
  • Vortex vortex -
  • Spiral spiral -

Translate t - -
  • Translate tx -
  • Translate ty -
  • Translate tz -

Radius rad -

Amount amount -

Direction direction - -
  • Direction directionx -
  • Direction directiony -
  • Direction directionz -


Parameters - Map Page

Mapping map -
OP map0op -

Element map0element -

Parameter map0parm - -
  • globforce (Global Force) globforce -
  • globforcex globforcex -
  • globforcey globforcey -
  • globforcez globforcez -
  • globforcemult (Global Force Multiplier) globforcemult -
  • windforce (Wind Force) windforce -
  • windforcex windforcex -
  • windforcey windforcey -
  • windforcez windforcez -
  • windforcemult (Wind Force Multiplier) windforcemult -

Combine Operation map0combineop - -
  • Set set -
  • Multiply mult -
  • Add add -


Parameters - Common Page

Bypass bypass -

Delete Input Attributes delinputattrs -

Parameter Color Space parmcolorspace - - Controls how all color parameters on this node are interpreted. The color values as treated as being in the selected color space, and are converted to the Working Color Space before they are used as part of the node's operation. Note that this does not change the color space of the node itself, as that is always in the Working Color Space.
  • sRGB srgb - sRGB color space, with sRGB transfer function. Considered an SDR color space with respect to Reference White.


  • sRGB - Linear srgblinear - sRGB color space, with linear transfer function. Considered an SDR color space with respect to Reference White.


  • Rec.601 (NTSC) rec601ntsc - Rec.601 with NTSC primaries color space, with Rec.601 transfer function. Considered an SDR color space with respect to Reference White.


  • Rec.709 rec709 - Rec.709 color space, with Rec.709 (same as Rec.2020) transfer function. Considered an SDR color space with respect to Reference White.


  • Rec.2020 rec2020 - Rec.2020 color space, with Rec.2020 (same as Rec.709) transfer function. Considered an HDR color space with respect to Reference White.


  • DCI-P3 dcip3 - DCI-P3 color space, with D65 white point and 2.6 gamma transfer function. Considered an HDR color space with respect to Reference White.


  • DCI-P3 (D60) dcip3d60 - DCI-P3 "D60 sim" color space, with D60 white point, and 2.6 gamma transfer function. Considered an HDR color space with respect to Reference White.


  • Display-P3 (D65) displayp3d65 - Display-P3 color space, with D65 white point, and sRGB gamma transfer function. Considered an HDR color space with respect to Reference White.


  • ACES2065-1 aces2065-1 - ACES 2065-1 (also known as ACES AP0) color space, with a linear gamma transfer function. Considered an HDR color space with respect to Reference White.


  • ACEScg acescg - ACEScg (also known as ACES AP1) color space, with a linear gamma transfer function. Considered an HDR color space with respect to Reference White.


  • Passthrough passthrough - When selected, the color values will be used as-is in the operation, without any modification or attempt to convert them into the Working Color Space.

Parameter Reference White parmreferencewhite - - When converting a parameter color value to the Working Color Space, this controls how it should be treated with respect to Reference White. If the Working Color Space is the same Reference White, then no adjustment is done. If they are different, then the Reference White level (brightness) of this color will be adjusted to the range expected by the Working Color Space. For example if the project is set to have a SDR Reference White of 120 nits, and the HDR Reference White is 80 nits, then a color of (1, 1, 1), which is 120 nits in the SDR color space, will be converted to be (1.5, 1.5, 1.5), which is 120 nits still in the HDR Working Color Space.
  • Default For Color Space default - Will use either the SDR or the HDR Reference White, based on the color space selected.


  • Standard (SDR) sdr - Will treat the Parameter Color Space as SDR for it's reference white value.


  • High (HDR) hdr - Will treat the Parameter Color Space as HDR for it's reference white value.

Operator Inputs

  • Input 0: -


Info CHOP Channels

Extra Information for the Force POP can be accessed via an Info CHOP.

Common POP Info Channels

Common Operator Info Channels

  • total_cooks - Number of times the operator has cooked since the process started.
  • cook_time - Duration of the last cook in milliseconds.
  • cook_frame - Frame number when this operator was last cooked relative to the component timeline.
  • cook_abs_frame - Frame number when this operator was last cooked relative to the absolute time.
  • cook_start_time - Time in milliseconds at which the operator started cooking in the frame it was cooked.
  • cook_end_time - Time in milliseconds at which the operator finished cooking in the frame it was cooked.
  • cooked_this_frame - 1 if operator was cooked this frame.
  • warnings - Number of warnings in this operator if any.
  • errors - Number of errors in this operator if any.


TouchDesigner Build:

POPs
Experimental:Accumulate • Experimental:Analyze • Experimental:Attribute Combine • Experimental:Attribute Convert • Experimental:Attribute • Experimental:Blend • Experimental:Box • Experimental:Cache Blend • Experimental:Cache • Experimental:Cache Select • Experimental:CHOP to • Experimental:Circle • Experimental:Convert • Experimental:Copy • Experimental:CPlusPlus • Experimental:Curve • Experimental:DAT to • Experimental:Delete • Experimental:Dimension • Experimental:DMX Fixture • Experimental:DMX Out • Experimental:Extrude • Experimental:Facet • Experimental:Feedback • Experimental:Field • Experimental:File In • Experimental:Force • Experimental:GLSL Advanced • Experimental:GLSL Copy • Experimental:GLSL Create • Experimental:GLSL • Experimental:GLSL Select • Experimental:Grid • Experimental:Group • Experimental:Histogram • Experimental:Import Select • Experimental:In • Experimental:Limit • Experimental:Line Break • Experimental:Line Divide • Experimental:Line Metrics • Experimental:Line • Experimental:Line Smooth • Experimental:Line Thick • Experimental:Lookup Attribute • Experimental:Lookup Channel • Experimental:Lookup Texture • Experimental:Math Combine • Experimental:Math Mix • Experimental:Math • Experimental:Merge • Experimental:Neighbor • Experimental:Noise • Experimental:Normal • Experimental:Normalize • Experimental:Null • Experimental:Out • Experimental:Particle • Experimental:Pattern • Experimental:Phaser • Experimental:Point File In • Experimental:Point Generator • Experimental:Point • Experimental:Points, Vertices and Primitives in s • Experimental:Polygonize • Experimental:Primitive • Experimental:Projection • Experimental:Proximity • Experimental:Quantize • Experimental:Random • Experimental:Ray • Experimental:Rectangle • Experimental:ReRange • Experimental:Revolve • Experimental:Select • Experimental:Skin Deform • Experimental:Skin • Experimental:SOP to • Experimental:Sort • Experimental:Sphere • Experimental:Sprinkle • Experimental:Subdivide • Experimental:Switch • Experimental:Texture Map • Experimental:TOP to • Experimental:Topology • Experimental:Torus • Experimental:Trail • Experimental:Transform • Experimental:Trig • Experimental:Tube • Experimental:Twist