Experimental:Normal POP

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Summary
[edit]

The Normal POP lets you create “normal vectors” and “tangent vectors” based on the incoming set of triangles or quads.

You can create normals or tangents as point attributes, vertex attributes or primitive attributes.

You can choose from several strategies for computing normals and tangents, based on each point being a member of several primitives.

You usually use the P position attribute to compute the normals and tangents, but you can use any vec3 attribute.

The results are placed in the N and (optionally) T attributes, but you can name the new attribute anything.

If the incoming geometry already has normal or tangent vectors, you can choose to do nothing, re-compute values, error, or delete the attributes.

Because this runs on the GPU that needs pre-determined sizes, you need to set the Max Number of Primitives per Point, the default 6 being typically sufficient.

PythonIcon.pngnormalPOP_Class


Parameters - Normals Page

Normals Action nml - -
  • No Action noaction -
  • Always Compute alwayscompute -
  • Compute if it doesn't exist computeifnone -
  • Remove remove -

Input Position Attribute inputposattrn -

Attribute Class attrclass - -
  • Point point -
  • Vertex vertex -
  • Primitive primitive -

Normals Weighting nmlweighting - -
  • Average average -
  • Angle Weighted angleWeighted -
  • Area Weighted areaweighted -

Compute Normals Technique compnmltech - -
  • Atomic Float (if supported) atomicfloat -
  • Atomic Comp Swap atomiccompswap -
  • Loop over Primitives Per Point loopprims -

Max Number of Primitives per Point maxprimsperpoint -

Angle angle -

Normal Output Attribute Scope outputattrscopen - -
  • P P -
  • N N -
  • Color Color -
  • Color.i012 Color.i012 -
  • Tex Tex -
  • PointScale PointScale -
  • LineWidth LineWidth -


Override Automatic Attribute overrideautoattrn -

New Attribute Type newattrtypen - -
  • float float -
  • double double -
  • int int -
  • uint uint -
  • dir dir -
  • dbl dir ddir -

New Attribute Number of Components attrnumcompsn - -
  • 1 1 -
  • 2 2 -
  • 3 3 -
  • 4 4 -

New Attribute Default Value newattrdefaultvaln - -
  • New Attribute Default Value newattrdefaultvaln1 -
  • New Attribute Default Value newattrdefaultvaln2 -
  • New Attribute Default Value newattrdefaultvaln3 -
  • New Attribute Default Value newattrdefaultvaln4 -


Parameters - Tangents Page

Tangents Action tang - -
  • No Action noaction -
  • Always Compute alwayscompute -
  • Compute if it doesn't exist computeifnone -
  • Remove remove -

Input Position Attribute inputposattrt -

Input Normal Attribute inputnormalattr -

Input Texture Coord Attribute inputtexattrib -

Compute Tangents Technique comptangtech - -
  • Atomic Float (if supported) atomicfloat -
  • Atomic Comp Swap atomiccompswap -

Tangent Output Attribute Scope outputattrscopet - -
  • P P -
  • N N -
  • Color Color -
  • Color.i012 Color.i012 -
  • Tex Tex -
  • PointScale PointScale -
  • LineWidth LineWidth -


Override Automatic Attribute overrideautoattrt -

New Attribute Type newattribtypet - -
  • float float -
  • double double -
  • int int -
  • uint uint -
  • dir dir -
  • dbl dir ddir -

New Attribute Number of Components attrnumcompst - -
  • 1 1 -
  • 2 2 -
  • 3 3 -
  • 4 4 -

New Attribute Default Value newattrdefaultvalt - -
  • New Attribute Default Value newattrdefaultvalt1 -
  • New Attribute Default Value newattrdefaultvalt2 -
  • New Attribute Default Value newattrdefaultvalt3 -
  • New Attribute Default Value newattrdefaultvalt4 -


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 Normal 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