Experimental:Texture Map POP
Summary[edit]
The Texture Map POP creates the Tex attribute which is used to apply texture maps to surfaces, or to position procedurally-generated textures to surfaces.
The Tex attribute is a float3 3-component attribute. It can appear as a point attribute or a vertex attribute. It is created by all the generator POPs like the Grid POP, Sphere POP, Rectangle POP, Box POP etc., but Tex can also created with the Texture Map POP.
There are various projection methods, each useful depending on the type of geometry it is being applied to and its use-case.
Equirectangular Inside and Outside is a spherical polar longitude/latitude mapping used on vertices, used in VR, either to be viewed from the inside of a sphere or outside.
Domes require the mapping type Equidistant Azimuth, a fish eye projection. Projection mapping uses perspective from camera simulating what is "seen" from the position of a projector.
Triplanar Coordinates is a type that generates 3 sets of texture coordinates (3 attributes) used to map 1 texture onto an object but is a blend of 3 orthographic projections onto 3 sides of an object.
There is nothing special about the Tex attribute - any attribute can be used by a Material. The Normalize POP and the Projection POP produce attributes that can be used with a material, like doing orhtographic scaled projections, or spherical/cylindrical projections.
Some materials require multiple texture coordinates, which can be created with any of these methods in creating Tex2, Tex3, etc. and provided to the materials.
Note: In SOPs this was similar to the use of the uvw attribute for texture coordinates.
See also PBR MAT, Phong MAT, Normalize POP and the Projection POP
Parameters - Texture Page
group -
transforminput -
inputtexattr -
type - ⊞ -
- XYZ Normalized (Point)
xyznorm-
- XYZ Position (Point)
xyzposition-
- Cylindrical (Vertex)
cylin-
- Face (Vertex)
face-
- Equirectangular Inside (Spherical Polar) (Vertex)
equirectangularin-
- Equirectangular Outside (Spherical Polar) (Vertex)
equirectangularout-
- Equidistant Azimuth (Fish Eye) (Point)
equiazimuth-
- Perspective From Camera (Point)
persp-
- Triplanar Coordinates (Point)
triplanar-
posattr -
axis - ⊞ -
- X Axis
x-
- Y Axis
y-
- Z Axis
z-
fov -
camera -
cameraaspect - ⊞ -
- Camera Aspect
cameraaspectx-
- Camera Aspect
cameraaspecty-
applyto - ⊞ -
- Natural location
natural-
- Point texture
point-
- Vertex texture (fix seams)
vertex-
s - ⊞ -
- Scale
su-
- Scale
sv-
- Scale
sw-
offset - ⊞ -
- Offset
offsetu-
- Offset
offsetv-
- Offset
offsetw-
angle -
fixseams -
outputattrscope - ⊞ -
- P
P-
- N
N-
- Color
Color-
- Color.i012
Color.i012-
- Tex
Tex-
- PointScale
PointScale-
- LineWidth
LineWidth-
overrideautoattr -
newattrtype - ⊞ -
- float
float-
- double
double-
- int
int-
- uint
uint-
- dir
dir-
- dbl dir
ddir-
attrnumcomps - ⊞ -
- 1
1-
- 2
2-
- 3
3-
- 4
4-
newattrdefaultval - ⊞ -
- New Attribute Default Value
newattrdefaultval1-
- New Attribute Default Value
newattrdefaultval2-
- New Attribute Default Value
newattrdefaultval3-
- New Attribute Default Value
newattrdefaultval4-
Parameters - Transform Page
xord - ⊞ -
- Scale Rotate Translate
srt-
- Scale Translate Rotate
str-
- Rotate Scale Translate
rst-
- Rotate Translate Scale
rts-
- Translate Scale Rotate
tsr-
- Translate Rotate Scale
trs-
rord - ⊞ -
- Rx Ry Rz
xyz-
- Rx Rz Ry
xzy-
- Ry Rx Rz
yxz-
- Ry Rz Rx
yzx-
- Rz Rx Ry
zxy-
- Rz Ry Rx
zyx-
t - ⊞ -
- Translate
tx-
- Translate
ty-
- Translate
tz-
r - ⊞ -
- Rotate
rx-
- Rotate
ry-
- Rotate
rz-
scaletwo - ⊞ -
- Scale
scaletwox-
- Scale
scaletwoy-
- Scale
scaletwoz-
p - ⊞ -
- Pivot
px-
- Pivot
py-
- Pivot
pz-
Parameters - Common Page
bypass -
delinputattrs -
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.
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 Texture Map 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:
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