Experimental:Sphere POP

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Summary
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The Sphere POP creates spherical shapes in two different forms: Geodesic type creates a set of triangles of equally-spaced points which can be recursively divided giving more detail, and Grid type where you specify rows and columns of points similar to latitude/longitude lines. In both cases, the points can be connected with a variety of primitives using the Connectivity menu.

Three radii parameters give ellipsoid shapes. The Detail page gives partial spheres spanning a start-end range of latitude and longitude.

The Connectivity menu lets you output triangles, alternating triangles, quads, lines, line strips, point primitives or no primitives (None, only points).

The sphere is symmetric around an axis, Y by default. In Grid mode where you specify the number of columns and rows, Columns run along the longitude lines from top pole to bottom pole, Rows run along the circles of latitude.

In the Connectivity menu you can create lines and line strips along Rows, Columns or both merged together (Rows and Columns).

The sphere can be post-rotated and post-translated using the Rotate and Translate parameters.

Anchor will line up the left, center or right side of the sphere to X=0. Similar for Y and Z.

The Details page lets you make a partial sphere by specifying a latitude (V) and longitude (U) range with any starting/ending angle.

Dimension: When the sphere is passed to other POPs it cannot be known for certain how many rows and columns were specified. However the Sphere POP (and other generator POPs) output its Dimensions as metadata to all POPs connected to it, indicating its organizations of points in the points list. A sphere in Grid mode has dimensions numCols numRows, which can be used by built-in attributes like _Dim[] or by GLSL code.

You can output point or vertex normals (creating the N attribute), and you can output point or vertex texture coordinates (Tex attribute). The Texture Method menu lets you make Equirectangular or Fish Eye projections, correct for inside or outside the sphere.

The Sphere POP takes an input which will cause the starting sphere to have the same bounding box as the bounding box of the input. Then turning on Modify Bounds lets you further transform the sphere.

See also Grid POP, Tube POP, Torus POP, Dimension, Field POP, Point Generator POP, Revolve POP

PythonIcon.pngspherePOP_Class


Parameters - Sphere Page

Type type - -
  • Geodesic geodesic -
  • Grid grid -
  • Tetrahedron tetrahedron -

Connectivity surftype - -
  • None none -
  • Rows rows -
  • Columns cols -
  • Rows and Columns rowcol -
  • Triangles triangles -
  • Alternating Triangles alttriangles -
  • Quadrilaterals quads -
  • Point Prims point -

Line Type linetype - -
  • Line Strip linestrip -
  • Lines lines -

Orientation orient - -
  • X Axis x -
  • Y Axis y -
  • Z Axis z -

Modify Bounds modifybounds -

Radius rad - -
  • Radius rad1 -
  • Radius rad2 -
  • Radius rad3 -

Uniform Scale scale -

Frequency freq -

Fuse fuse -

Fuse Technique fusetechnique - -
  • Brute Force bruteforce -
  • Shared Memory sharedmemory -
  • Spatial Grid spatialgrid -

Columns cols -

Rows rows -

Anchor U anchoru -

Anchor V anchorv -

Anchor W anchorw -

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

Rotate r - -
  • Rotate rx -
  • Rotate ry -
  • Rotate rz -

Texture Coordinates texture - -
  • None none -
  • Point pointtexcoord -
  • Vertex vertextexcoord -

Texture Method texturemethod - -
  • By Primitive Type byprimtype -
  • Equirectangular Inside (Spherical Polar) equirectangularin -
  • Equirectangular Outside (Spherical Polar) equirectangularout -
  • Equidistant Azimuth (Fish Eye 180) equiazimuth -
  • Equidistant Azimuth (Fish Eye 360) equiazimuth360 -

Normal normal - -
  • None none -
  • Point pointNormals -
  • Vertex vertNormals -


Parameters - Detail Page

U Closed closedu -

Angle U angleu - -
  • Angle U beginangleu -
  • Angle U endangleu -

Angle V anglev - -
  • Angle V beginanglev -
  • Angle V endanglev -


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 Sphere 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