{
  "id": "orbbec_top",
  "name": "Orbbec TOP",
  "displayName": "Orbbec TOP",
  "category": "TOP",
  "subcategory": "Filters",
  "version": "",
  "lastUpdated": "2025-08-07T07:50:05.815Z",
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  "description": "The Orbbec TOP can be used to retrieve video streams and IMU data from an Orbbec camera. The available video streams depend on the connected camera, but typically include color, depth, IR and point cloud data. This node uses the Orbbec SDK and a list of compatible camera models can be found on the project's Github page.",
  "summary": "The Orbbec TOP can be used to retrieve video streams and IMU data from an Orbbec camera. The available video streams depend on the connected camera, but typically include color, depth, IR and point cl",
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      "description": "From Derivative\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tJump to navigation\n\t\tJump to search\n\t\t\nThe Orbbec  can be used to retrieve video streams and IMU data from an Orbbec camera. The available video streams depend on the connected camera, but typically include color, depth, IR and point cloud data. This node uses the Orbbec SDK and a list of compatible camera models can be found on the project's Github page.\nThe camera may be connected either by USB or ethernet depending on the model. USB cameras will appear automatically in the Device list, but you must enter the correct IP address to connect to a camera via ethernet.\nNote: Obtaining color video images over ethernet is not currently supported.\nMacOS: Connecting to Orbbec cameras on Mac OS systems requires root privileges. You can launch TouchDesigner with root privileges by opening a Terminal window and using the sudo command i.e. sudo \"/Applications/TouchDesigner.app/contents/MacOS/TouchDesigner\" \nTo obtain more than one video stream from a camera, you can use one or more Orbbec Select TOPs linked to the primary Orbbec TOP. All resolution and configuration is handled by the primary Orbbec TOP.\nSkeleton tracking data can also be obtained from compatible Kinect Orbbec cameras (Femto Mega, Femto Bolt, etc) using the Kinect Azure TOP and Kinect Azure CHOP. Note: if using the Kinect Azure nodes with Orbbec hardware, you should not use the Orbbec  in the same project or it could lead to instabilities.\norbbecTOP_Class\n\nContents\n \n \n \n \n \n\n\n\n\n\n  active - Turn this parameter off to disable communication with the camera. This will also stop any Orbbec Select TOPs that rely on this .\n\n\n\n  device - Use this parameter to select the serial number of the camera you wish to connect to. Only one Orbbec  can connect to any camera at one time. Use an Orbbec Select TOP to obtain additional video streams from the same camera. Note:  Only cameras connected by USB will appear in this list and it can take up to 30s for a camera to appear after it has been plugged in.\n\n\n\n  specifyip - Enable this parameter to connect to a camera over ethernet.\n\n\n\n  ip - The IP address of the camera to connect to. You must turn on the 'Specify IP' parameter to enter an IP address. This is not necessary for cameras connected by USB.\n\n\n\n  colorres -  - Select the resolution of the sensor's color camera. Every camera has a default resolution that it will use automatically. Additional options will appear in the menu depending on the camera model. Not all frame rates () will be available for all camera resolutions.\n\n default - Use the default resolution for the camera.\n\n  colorfps -  - Set the frame rate in frames-per-second for the color camera. The camera will assume a default frame rate automatically, but additional rates will appear in this list depending on the camera model. Not all frame rates may be supported by the current camera resolution.\n\n default - The default frame rate for the sensor's color camera.\n\n  depthres -  - Select the resolution of the sensor's depth camera. Every camera has a default resolution that it will use automatically. Additional options will appear in the menu depending on the camera model. Not all frame rates () will be available for all camera resolutions.\n\n default - The default resolution rate for the sensor's depth camera.\n\n  depthfps -  - Set the frame rate in frames-per-second for the depth camera. The camera will assume a default frame rate automatically, but additional rates will appear in this list depending on the camera model. Not all frame rates may be supported by the current camera resolution.\n\n default - The default frame rate for the sensor's depth camera.\n\n  depthalignmode -  - This parameter can be used to transform the depth image to match the resolution of the color camera. This may be done in either hardware or software depending on the camera model. Some resolutions may not be supported. The node will display an error if the current depth and color resolutions are not compatible.\n\n disabled - The depth image will be displayed in its native resolution. hardware - The depth image will be transformed to the color camera's resolution using hardware remapping. software - The depth image will be transformed to the color camera's resolution using software remapping.\n\n  image -  - Select which of the camera's video streams to display in the node's output image. Additional streams can be obtained for the same camera using the Orbbec Select TOP.\n\n color - The video stream for the color camera. This is usually an 8-bit RGBA image. depth - The video stream for the depth camera. This is a 32-bit floating point texture where each pixel measures the depth in meters. ir - The raw IR image from the depth camera. The resolution and frame rate are based on the depth camera settings. pointcloud - A 3D point cloud where the x, y and z positions are stored in meters in the red, blue and green channels of a 32 bit floating point image.\n\n  gyro - Enable rotational IMU data from the gyro sensor if it is available on the current camera. The data is measured in degrees/sec and accessible as  channels by attaching an Info CHOP.\n\n\n\n  accel - Enable linear acceleration IMU data from the accel sensor if it is available on the current camera. The data is measured in m/s^2 and accessible as  channels by attaching an Info CHOP.\n\n\n\n\n\n  outputresolution -  - quickly change the resolution of the 's data.\n\n useinput - Uses the input's resolution. eighth - Multiply the input's resolution by that amount. quarter - Multiply the input's resolution by that amount. half - Multiply the input's resolution by that amount. 2x - Multiply the input's resolution by that amount. 4x - Multiply the input's resolution by that amount. 8x - Multiply the input's resolution by that amount. fit - Grow or shrink the input resolution to fit this resolution, while keeping the aspect ratio the same. limit - Limit the input resolution to be not larger than this resolution, while keeping the aspect ratio the same. custom - Directly control the width and height.\n\n  resolution -  - Enabled only when the  parameter is set to Custom . Some Generators like Constant and Ramp do not use inputs and only use this field to determine their size. The drop down menu on the right provides some commonly used resolutions.\n\n resolutionw - resolutionh -\n\n  resmenu - A drop-down menu with some commonly used resolutions.\n\n\n\n  resmult - Uses the Global  Multiplier found in Edit>Preferences>TOPs. This multiplies all the TOPs resolutions by the set amount. This is handy when working on computers with different hardware specifications. If a project is designed on a desktop workstation with lots of graphics memory, a user on a laptop with only 64MB VRAM can set the Global  Multiplier to a value of half or quarter so it runs at an acceptable speed. By checking this checkbox on, this  is affected by the global multiplier.\n\n\n\n  outputaspect -  - Sets the image aspect ratio allowing any textures to be viewed in any size. Watch for unexpected results when compositing TOPs with different aspect ratios. (You can define images with non-square pixels using xres, yres, aspectx, aspecty where xres/yres != aspectx/aspecty.)\n\n useinput - Uses the input's aspect ratio. resolution - Uses the aspect of the image's defined resolution (ie 512x256 would be 2:1), whereby each pixel is square. custom - Lets you explicitly define a custom aspect ratio in the Aspect parameter below.\n\n  aspect -  - Use when Output Aspect parameter is set to Custom Aspect.\n\n aspect1 - aspect2 -\n\n  armenu - A drop-down menu with some commonly used aspect ratios.\n\n\n\n  inputfiltertype -  - This controls pixel filtering on the input image of the .\n\n nearest - Uses nearest pixel or accurate image representation. Images will look jaggy when viewing at any zoom level other than Native . linear - Uses linear filtering between pixels. This is how you get  images in viewers to look good at various zoom levels, especially useful when using any Fill Viewer setting other than Native . mipmap - Uses  mipmap filtering when scaling images. This can be used to reduce artifacts and sparkling in moving/scaling images that have lots of detail.\n\n  fillmode -  - Determine how the  image is displayed in the viewer.\nNOTE:To get an understanding of how TOPs work with images, you will want to set this to Native  as you lay down TOPs when starting out. This will let you see what is actually happening without any automatic viewer resizing.\n\n\n useinput - Uses the same Fill Viewer settings as it's input. fill - Stretches the image to fit the edges of the viewer. width - Stretches image to fit viewer horizontally. height - Stretches image to fit viewer vertically. best - Stretches or squashes image so no part of image is cropped. outside - Stretches or squashes image so image fills viewer while constraining it's proportions. This often leads to part of image getting cropped by viewer. nativeres - Displays the native resolution of the image in the viewer.\n\n  filtertype -  - This controls pixel filtering in the viewers.\n\n nearest - Uses nearest pixel or accurate image representation. Images will look jaggy when viewing at any zoom level other than Native . linear - Uses linear filtering between pixels. Use this to get  images in viewers to look good at various zoom levels, especially useful when using any Fill Viewer setting other than Native . mipmap - Uses  mipmap filtering when scaling images. This can be used to reduce artifacts and sparkling in moving/scaling images that have lots of detail. When the input is 32-bit float format, only nearest filtering will be used (regardless of what is selected).\n\n  npasses - Duplicates the operation of the  the specified number of times. For every pass after the first it takes the result of the previous pass and replaces the node's first input with the result of the previous pass. One exception to this is the GLSL TOP when using compute shaders, where the input will continue to be the connected 's image.\n\n\n\n  chanmask - Allows you to choose which channels (R, G, B, or A) the  will operate on. All channels are selected by default.\n\n\n\n  format -  - Format used to store data for each channel in the image (ie. R, G, B, and A). Refer to Pixel Formats for more information.\n\n useinput - Uses the input's pixel format. rgba8fixed - Uses 8-bit integer values for each channel. srgba8fixed - Uses 8-bit integer values for each channel and stores color in sRGB colorspace. Note that this does not apply an sRGB curve to the pixel values, it only stores them using an sRGB curve. This means more data is used for the darker values and less for the brighter values. When the values are read downstream they will be converted back to linear. For more information refer to sRGB. rgba16float - Uses 16-bits per color channel, 64-bits per pixel. rgba32float - Uses 32-bits per color channel, 128-bits per pixels. rgb10a2fixed - Uses 10-bits per color channel and 2-bits for alpha, 32-bits total per pixel. rgba16fixed - Uses 16-bits per color channel, 64-bits total per pixel. rgba11float - A RGB floating point format that has 11 bits for the Red and Green channels, and 10-bits for the Blue , 32-bits total per pixel (therefore the same memory usage as 8-bit RGBA). The Alpha channel in this format will always be 1. Values can go above one, but can't be negative. ie. the range is [0, infinite). rgb16float - rgb32float - mono8fixed - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 8-bits per pixel. mono16fixed - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 16-bits per pixel. mono16float - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 16-bits per pixel. mono32float - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 32-bits per pixel. rg8fixed - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 8-bits per channel, 16-bits total per pixel. rg16fixed - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 16-bits per channel, 32-bits total per pixel. rg16float - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 16-bits per channel, 32-bits total per pixel. rg32float - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 32-bits per channel, 64-bits total per pixel. a8fixed - An Alpha only format that has 8-bits per channel, 8-bits per pixel. a16fixed - An Alpha only format that has 16-bits per channel, 16-bits per pixel. a16float - An Alpha only format that has 16-bits per channel, 16-bits per pixel. a32float - An Alpha only format that has 32-bits per channel, 32-bits per pixel. monoalpha8fixed - A 2 channel format, one value for RGB and one value for Alpha. 8-bits per channel, 16-bits per pixel. monoalpha16fixed - A 2 channel format, one value for RGB and one value for Alpha. 16-bits per channel, 32-bits per pixel. monoalpha16float - A 2 channel format, one value for RGB and one value for Alpha. 16-bits per channel, 32-bits per pixel. monoalpha32float - A 2 channel format, one value for RGB and one value for Alpha. 32-bits per channel, 64-bits per pixel.\n\n\n\nExtra Information for the   can be accessed via an Info CHOP.\nInfo Channels Common Page\n\n\n - Number of times the operator has cooked since the process started. - Duration of the last cook in milliseconds. - Frame number when this operator was last cooked relative to the component timeline. - Frame number when this operator was last cooked relative to the absolute time. - Time in milliseconds at which the operator started cooking in the frame it was cooked. - Time in milliseconds at which the operator finished cooking in the frame it was cooked. - 1 if operator was cooked this frame. - Number of warnings in this operator if any. - Number of errors in this operator if any.\n\nTouchDesigner Build: Latest\\nwikieditorwikieditorwikieditorwikieditorwikieditor2023.11280\nTOPs\n• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • \n\nAn Operator Family that creates, composites and modifies images, and reads/writes images and movies to/from files and the network. TOPs run on the graphics card's GPU.\n\n\n\nThe width and height of an image in pixels. Most TOPs, like the Movie File In TOP can set the image resolution. See Aspect Ratio for the width/height ratio of an image, taking into account non-square pixels.\n\n\n\nThe Frames-per-Second that TouchDesigner's Timeline runs at. Set with project.cookRate.\n\n\n\nEach SOP has a list of Points. Each point has an XYZ 3D position value plus other optional attributes. Each polygon Primitive is defined by a vertex list, which is list of point numbers.\n\n\n\nAn Operator Family which operate on Channels (a sequence of numbers (Samples)) which are used for animation, audio, mathematics, simulation, logic, UI construction, and data streamed from/to devices and protocols.\n\n\n\nThe viewer of a node can be (1) the interior of a node (the Node Viewer), (2) a floating window (RMB->View... on node), or (3) a Pane that graphically shows the results of an operator.\n\n\n\nA CHOP outputs one or more channels, where a channel is simply a sequence of numbers (Samples), representing motion, audio, etc. Channels are passed between CHOPs in TouchDesigner networks. Channels can be Exported to Parameters.\n\n\n\n\n\n\n\n\nRetrieved from \"https://docs.derivative.ca/index.php?title=Orbbec_TOP&oldid=32314\"\n\t\tCategory: TOPs",
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      "description": "From Derivative\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tJump to navigation\n\t\tJump to search\n\t\t\nThe Orbbec  can be used to retrieve video streams and IMU data from an Orbbec camera. The available video streams depend on the connected camera, but typically include color, depth, IR and point cloud data. This node uses the Orbbec SDK and a list of compatible camera models can be found on the project's Github page.\nThe camera may be connected either by USB or ethernet depending on the model. USB cameras will appear automatically in the Device list, but you must enter the correct IP address to connect to a camera via ethernet.\nNote: Obtaining color video images over ethernet is not currently supported.\nMacOS: Connecting to Orbbec cameras on Mac OS systems requires root privileges. You can launch TouchDesigner with root privileges by opening a Terminal window and using the sudo command i.e. sudo \"/Applications/TouchDesigner.app/contents/MacOS/TouchDesigner\" \nTo obtain more than one video stream from a camera, you can use one or more Orbbec Select TOPs linked to the primary Orbbec TOP. All resolution and configuration is handled by the primary Orbbec TOP.\nSkeleton tracking data can also be obtained from compatible Kinect Orbbec cameras (Femto Mega, Femto Bolt, etc) using the Kinect Azure TOP and Kinect Azure CHOP. Note: if using the Kinect Azure nodes with Orbbec hardware, you should not use the Orbbec  in the same project or it could lead to instabilities.\norbbecTOP_Class\n\nContents\n \n \n \n \n \n\n\n\n\n\n  active - Turn this parameter off to disable communication with the camera. This will also stop any Orbbec Select TOPs that rely on this .\n\n\n\n  device - Use this parameter to select the serial number of the camera you wish to connect to. Only one Orbbec  can connect to any camera at one time. Use an Orbbec Select TOP to obtain additional video streams from the same camera. Note:  Only cameras connected by USB will appear in this list and it can take up to 30s for a camera to appear after it has been plugged in.\n\n\n\n  specifyip - Enable this parameter to connect to a camera over ethernet.\n\n\n\n  ip - The IP address of the camera to connect to. You must turn on the 'Specify IP' parameter to enter an IP address. This is not necessary for cameras connected by USB.\n\n\n\n  colorres -  - Select the resolution of the sensor's color camera. Every camera has a default resolution that it will use automatically. Additional options will appear in the menu depending on the camera model. Not all frame rates () will be available for all camera resolutions.\n\n default - Use the default resolution for the camera.\n\n  colorfps -  - Set the frame rate in frames-per-second for the color camera. The camera will assume a default frame rate automatically, but additional rates will appear in this list depending on the camera model. Not all frame rates may be supported by the current camera resolution.\n\n default - The default frame rate for the sensor's color camera.\n\n  depthres -  - Select the resolution of the sensor's depth camera. Every camera has a default resolution that it will use automatically. Additional options will appear in the menu depending on the camera model. Not all frame rates () will be available for all camera resolutions.\n\n default - The default resolution rate for the sensor's depth camera.\n\n  depthfps -  - Set the frame rate in frames-per-second for the depth camera. The camera will assume a default frame rate automatically, but additional rates will appear in this list depending on the camera model. Not all frame rates may be supported by the current camera resolution.\n\n default - The default frame rate for the sensor's depth camera.\n\n  depthalignmode -  - This parameter can be used to transform the depth image to match the resolution of the color camera. This may be done in either hardware or software depending on the camera model. Some resolutions may not be supported. The node will display an error if the current depth and color resolutions are not compatible.\n\n disabled - The depth image will be displayed in its native resolution. hardware - The depth image will be transformed to the color camera's resolution using hardware remapping. software - The depth image will be transformed to the color camera's resolution using software remapping.\n\n  image -  - Select which of the camera's video streams to display in the node's output image. Additional streams can be obtained for the same camera using the Orbbec Select TOP.\n\n color - The video stream for the color camera. This is usually an 8-bit RGBA image. depth - The video stream for the depth camera. This is a 32-bit floating point texture where each pixel measures the depth in meters. ir - The raw IR image from the depth camera. The resolution and frame rate are based on the depth camera settings. pointcloud - A 3D point cloud where the x, y and z positions are stored in meters in the red, blue and green channels of a 32 bit floating point image.\n\n  gyro - Enable rotational IMU data from the gyro sensor if it is available on the current camera. The data is measured in degrees/sec and accessible as  channels by attaching an Info CHOP.\n\n\n\n  accel - Enable linear acceleration IMU data from the accel sensor if it is available on the current camera. The data is measured in m/s^2 and accessible as  channels by attaching an Info CHOP.\n\n\n\n\n\n  outputresolution -  - quickly change the resolution of the 's data.\n\n useinput - Uses the input's resolution. eighth - Multiply the input's resolution by that amount. quarter - Multiply the input's resolution by that amount. half - Multiply the input's resolution by that amount. 2x - Multiply the input's resolution by that amount. 4x - Multiply the input's resolution by that amount. 8x - Multiply the input's resolution by that amount. fit - Grow or shrink the input resolution to fit this resolution, while keeping the aspect ratio the same. limit - Limit the input resolution to be not larger than this resolution, while keeping the aspect ratio the same. custom - Directly control the width and height.\n\n  resolution -  - Enabled only when the  parameter is set to Custom . Some Generators like Constant and Ramp do not use inputs and only use this field to determine their size. The drop down menu on the right provides some commonly used resolutions.\n\n resolutionw - resolutionh -\n\n  resmenu - A drop-down menu with some commonly used resolutions.\n\n\n\n  resmult - Uses the Global  Multiplier found in Edit>Preferences>TOPs. This multiplies all the TOPs resolutions by the set amount. This is handy when working on computers with different hardware specifications. If a project is designed on a desktop workstation with lots of graphics memory, a user on a laptop with only 64MB VRAM can set the Global  Multiplier to a value of half or quarter so it runs at an acceptable speed. By checking this checkbox on, this  is affected by the global multiplier.\n\n\n\n  outputaspect -  - Sets the image aspect ratio allowing any textures to be viewed in any size. Watch for unexpected results when compositing TOPs with different aspect ratios. (You can define images with non-square pixels using xres, yres, aspectx, aspecty where xres/yres != aspectx/aspecty.)\n\n useinput - Uses the input's aspect ratio. resolution - Uses the aspect of the image's defined resolution (ie 512x256 would be 2:1), whereby each pixel is square. custom - Lets you explicitly define a custom aspect ratio in the Aspect parameter below.\n\n  aspect -  - Use when Output Aspect parameter is set to Custom Aspect.\n\n aspect1 - aspect2 -\n\n  armenu - A drop-down menu with some commonly used aspect ratios.\n\n\n\n  inputfiltertype -  - This controls pixel filtering on the input image of the .\n\n nearest - Uses nearest pixel or accurate image representation. Images will look jaggy when viewing at any zoom level other than Native . linear - Uses linear filtering between pixels. This is how you get  images in viewers to look good at various zoom levels, especially useful when using any Fill Viewer setting other than Native . mipmap - Uses  mipmap filtering when scaling images. This can be used to reduce artifacts and sparkling in moving/scaling images that have lots of detail.\n\n  fillmode -  - Determine how the  image is displayed in the viewer.\nNOTE:To get an understanding of how TOPs work with images, you will want to set this to Native  as you lay down TOPs when starting out. This will let you see what is actually happening without any automatic viewer resizing.\n\n\n useinput - Uses the same Fill Viewer settings as it's input. fill - Stretches the image to fit the edges of the viewer. width - Stretches image to fit viewer horizontally. height - Stretches image to fit viewer vertically. best - Stretches or squashes image so no part of image is cropped. outside - Stretches or squashes image so image fills viewer while constraining it's proportions. This often leads to part of image getting cropped by viewer. nativeres - Displays the native resolution of the image in the viewer.\n\n  filtertype -  - This controls pixel filtering in the viewers.\n\n nearest - Uses nearest pixel or accurate image representation. Images will look jaggy when viewing at any zoom level other than Native . linear - Uses linear filtering between pixels. Use this to get  images in viewers to look good at various zoom levels, especially useful when using any Fill Viewer setting other than Native . mipmap - Uses  mipmap filtering when scaling images. This can be used to reduce artifacts and sparkling in moving/scaling images that have lots of detail. When the input is 32-bit float format, only nearest filtering will be used (regardless of what is selected).\n\n  npasses - Duplicates the operation of the  the specified number of times. For every pass after the first it takes the result of the previous pass and replaces the node's first input with the result of the previous pass. One exception to this is the GLSL TOP when using compute shaders, where the input will continue to be the connected 's image.\n\n\n\n  chanmask - Allows you to choose which channels (R, G, B, or A) the  will operate on. All channels are selected by default.\n\n\n\n  format -  - Format used to store data for each channel in the image (ie. R, G, B, and A). Refer to Pixel Formats for more information.\n\n useinput - Uses the input's pixel format. rgba8fixed - Uses 8-bit integer values for each channel. srgba8fixed - Uses 8-bit integer values for each channel and stores color in sRGB colorspace. Note that this does not apply an sRGB curve to the pixel values, it only stores them using an sRGB curve. This means more data is used for the darker values and less for the brighter values. When the values are read downstream they will be converted back to linear. For more information refer to sRGB. rgba16float - Uses 16-bits per color channel, 64-bits per pixel. rgba32float - Uses 32-bits per color channel, 128-bits per pixels. rgb10a2fixed - Uses 10-bits per color channel and 2-bits for alpha, 32-bits total per pixel. rgba16fixed - Uses 16-bits per color channel, 64-bits total per pixel. rgba11float - A RGB floating point format that has 11 bits for the Red and Green channels, and 10-bits for the Blue , 32-bits total per pixel (therefore the same memory usage as 8-bit RGBA). The Alpha channel in this format will always be 1. Values can go above one, but can't be negative. ie. the range is [0, infinite). rgb16float - rgb32float - mono8fixed - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 8-bits per pixel. mono16fixed - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 16-bits per pixel. mono16float - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 16-bits per pixel. mono32float - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 32-bits per pixel. rg8fixed - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 8-bits per channel, 16-bits total per pixel. rg16fixed - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 16-bits per channel, 32-bits total per pixel. rg16float - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 16-bits per channel, 32-bits total per pixel. rg32float - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 32-bits per channel, 64-bits total per pixel. a8fixed - An Alpha only format that has 8-bits per channel, 8-bits per pixel. a16fixed - An Alpha only format that has 16-bits per channel, 16-bits per pixel. a16float - An Alpha only format that has 16-bits per channel, 16-bits per pixel. a32float - An Alpha only format that has 32-bits per channel, 32-bits per pixel. monoalpha8fixed - A 2 channel format, one value for RGB and one value for Alpha. 8-bits per channel, 16-bits per pixel. monoalpha16fixed - A 2 channel format, one value for RGB and one value for Alpha. 16-bits per channel, 32-bits per pixel. monoalpha16float - A 2 channel format, one value for RGB and one value for Alpha. 16-bits per channel, 32-bits per pixel. monoalpha32float - A 2 channel format, one value for RGB and one value for Alpha. 32-bits per channel, 64-bits per pixel.\n\n\n\nExtra Information for the   can be accessed via an Info CHOP.\nInfo Channels Common Page\n\n\n - Number of times the operator has cooked since the process started. - Duration of the last cook in milliseconds. - Frame number when this operator was last cooked relative to the component timeline. - Frame number when this operator was last cooked relative to the absolute time. - Time in milliseconds at which the operator started cooking in the frame it was cooked. - Time in milliseconds at which the operator finished cooking in the frame it was cooked. - 1 if operator was cooked this frame. - Number of warnings in this operator if any. - Number of errors in this operator if any.\n\nTouchDesigner Build: Latest\\nwikieditorwikieditorwikieditorwikieditorwikieditor2023.11280\nTOPs\n• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • \n\nAn Operator Family that creates, composites and modifies images, and reads/writes images and movies to/from files and the network. TOPs run on the graphics card's GPU.\n\n\n\nThe width and height of an image in pixels. Most TOPs, like the Movie File In TOP can set the image resolution. See Aspect Ratio for the width/height ratio of an image, taking into account non-square pixels.\n\n\n\nThe Frames-per-Second that TouchDesigner's Timeline runs at. Set with project.cookRate.\n\n\n\nEach SOP has a list of Points. Each point has an XYZ 3D position value plus other optional attributes. Each polygon Primitive is defined by a vertex list, which is list of point numbers.\n\n\n\nAn Operator Family which operate on Channels (a sequence of numbers (Samples)) which are used for animation, audio, mathematics, simulation, logic, UI construction, and data streamed from/to devices and protocols.\n\n\n\nThe viewer of a node can be (1) the interior of a node (the Node Viewer), (2) a floating window (RMB->View... on node), or (3) a Pane that graphically shows the results of an operator.\n\n\n\nA CHOP outputs one or more channels, where a channel is simply a sequence of numbers (Samples), representing motion, audio, etc. Channels are passed between CHOPs in TouchDesigner networks. Channels can be Exported to Parameters.\n\n\n\n\n\n\n\n\nRetrieved from \"https://docs.derivative.ca/index.php?title=Orbbec_TOP&oldid=32314\"\n\t\tCategory: TOPs",
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      "description": "The Orbbec  can be used to retrieve video streams and IMU data from an Orbbec camera. The available video streams depend on the connected camera, but typically include color, depth, IR and point cloud data. This node uses the Orbbec SDK and a list of compatible camera models can be found on the project's Github page.\nThe camera may be connected either by USB or ethernet depending on the model. USB cameras will appear automatically in the Device list, but you must enter the correct IP address to connect to a camera via ethernet.\nNote: Obtaining color video images over ethernet is not currently supported.\nMacOS: Connecting to Orbbec cameras on Mac OS systems requires root privileges. You can launch TouchDesigner with root privileges by opening a Terminal window and using the sudo command i.e. sudo \"/Applications/TouchDesigner.app/contents/MacOS/TouchDesigner\" \nTo obtain more than one video stream from a camera, you can use one or more Orbbec Select TOPs linked to the primary Orbbec TOP. All resolution and configuration is handled by the primary Orbbec TOP.\nSkeleton tracking data can also be obtained from compatible Kinect Orbbec cameras (Femto Mega, Femto Bolt, etc) using the Kinect Azure TOP and Kinect Azure CHOP. Note: if using the Kinect Azure nodes with Orbbec hardware, you should not use the Orbbec  in the same project or it could lead to instabilities.\norbbecTOP_Class\n\nContents\n \n \n \n \n \n\n\n\n\n\n  active - Turn this parameter off to disable communication with the camera. This will also stop any Orbbec Select TOPs that rely on this .\n\n\n\n  device - Use this parameter to select the serial number of the camera you wish to connect to. Only one Orbbec  can connect to any camera at one time. Use an Orbbec Select TOP to obtain additional video streams from the same camera. Note:  Only cameras connected by USB will appear in this list and it can take up to 30s for a camera to appear after it has been plugged in.\n\n\n\n  specifyip - Enable this parameter to connect to a camera over ethernet.\n\n\n\n  ip - The IP address of the camera to connect to. You must turn on the 'Specify IP' parameter to enter an IP address. This is not necessary for cameras connected by USB.\n\n\n\n  colorres -  - Select the resolution of the sensor's color camera. Every camera has a default resolution that it will use automatically. Additional options will appear in the menu depending on the camera model. Not all frame rates () will be available for all camera resolutions.\n\n default - Use the default resolution for the camera.\n\n  colorfps -  - Set the frame rate in frames-per-second for the color camera. The camera will assume a default frame rate automatically, but additional rates will appear in this list depending on the camera model. Not all frame rates may be supported by the current camera resolution.\n\n default - The default frame rate for the sensor's color camera.\n\n  depthres -  - Select the resolution of the sensor's depth camera. Every camera has a default resolution that it will use automatically. Additional options will appear in the menu depending on the camera model. Not all frame rates () will be available for all camera resolutions.\n\n default - The default resolution rate for the sensor's depth camera.\n\n  depthfps -  - Set the frame rate in frames-per-second for the depth camera. The camera will assume a default frame rate automatically, but additional rates will appear in this list depending on the camera model. Not all frame rates may be supported by the current camera resolution.\n\n default - The default frame rate for the sensor's depth camera.\n\n  depthalignmode -  - This parameter can be used to transform the depth image to match the resolution of the color camera. This may be done in either hardware or software depending on the camera model. Some resolutions may not be supported. The node will display an error if the current depth and color resolutions are not compatible.\n\n disabled - The depth image will be displayed in its native resolution. hardware - The depth image will be transformed to the color camera's resolution using hardware remapping. software - The depth image will be transformed to the color camera's resolution using software remapping.\n\n  image -  - Select which of the camera's video streams to display in the node's output image. Additional streams can be obtained for the same camera using the Orbbec Select TOP.\n\n color - The video stream for the color camera. This is usually an 8-bit RGBA image. depth - The video stream for the depth camera. This is a 32-bit floating point texture where each pixel measures the depth in meters. ir - The raw IR image from the depth camera. The resolution and frame rate are based on the depth camera settings. pointcloud - A 3D point cloud where the x, y and z positions are stored in meters in the red, blue and green channels of a 32 bit floating point image.\n\n  gyro - Enable rotational IMU data from the gyro sensor if it is available on the current camera. The data is measured in degrees/sec and accessible as  channels by attaching an Info CHOP.\n\n\n\n  accel - Enable linear acceleration IMU data from the accel sensor if it is available on the current camera. The data is measured in m/s^2 and accessible as  channels by attaching an Info CHOP.\n\n\n\n\n\n  outputresolution -  - quickly change the resolution of the 's data.\n\n useinput - Uses the input's resolution. eighth - Multiply the input's resolution by that amount. quarter - Multiply the input's resolution by that amount. half - Multiply the input's resolution by that amount. 2x - Multiply the input's resolution by that amount. 4x - Multiply the input's resolution by that amount. 8x - Multiply the input's resolution by that amount. fit - Grow or shrink the input resolution to fit this resolution, while keeping the aspect ratio the same. limit - Limit the input resolution to be not larger than this resolution, while keeping the aspect ratio the same. custom - Directly control the width and height.\n\n  resolution -  - Enabled only when the  parameter is set to Custom . Some Generators like Constant and Ramp do not use inputs and only use this field to determine their size. The drop down menu on the right provides some commonly used resolutions.\n\n resolutionw - resolutionh -\n\n  resmenu - A drop-down menu with some commonly used resolutions.\n\n\n\n  resmult - Uses the Global  Multiplier found in Edit>Preferences>TOPs. This multiplies all the TOPs resolutions by the set amount. This is handy when working on computers with different hardware specifications. If a project is designed on a desktop workstation with lots of graphics memory, a user on a laptop with only 64MB VRAM can set the Global  Multiplier to a value of half or quarter so it runs at an acceptable speed. By checking this checkbox on, this  is affected by the global multiplier.\n\n\n\n  outputaspect -  - Sets the image aspect ratio allowing any textures to be viewed in any size. Watch for unexpected results when compositing TOPs with different aspect ratios. (You can define images with non-square pixels using xres, yres, aspectx, aspecty where xres/yres != aspectx/aspecty.)\n\n useinput - Uses the input's aspect ratio. resolution - Uses the aspect of the image's defined resolution (ie 512x256 would be 2:1), whereby each pixel is square. custom - Lets you explicitly define a custom aspect ratio in the Aspect parameter below.\n\n  aspect -  - Use when Output Aspect parameter is set to Custom Aspect.\n\n aspect1 - aspect2 -\n\n  armenu - A drop-down menu with some commonly used aspect ratios.\n\n\n\n  inputfiltertype -  - This controls pixel filtering on the input image of the .\n\n nearest - Uses nearest pixel or accurate image representation. Images will look jaggy when viewing at any zoom level other than Native . linear - Uses linear filtering between pixels. This is how you get  images in viewers to look good at various zoom levels, especially useful when using any Fill Viewer setting other than Native . mipmap - Uses  mipmap filtering when scaling images. This can be used to reduce artifacts and sparkling in moving/scaling images that have lots of detail.\n\n  fillmode -  - Determine how the  image is displayed in the viewer.\nNOTE:To get an understanding of how TOPs work with images, you will want to set this to Native  as you lay down TOPs when starting out. This will let you see what is actually happening without any automatic viewer resizing.\n\n\n useinput - Uses the same Fill Viewer settings as it's input. fill - Stretches the image to fit the edges of the viewer. width - Stretches image to fit viewer horizontally. height - Stretches image to fit viewer vertically. best - Stretches or squashes image so no part of image is cropped. outside - Stretches or squashes image so image fills viewer while constraining it's proportions. This often leads to part of image getting cropped by viewer. nativeres - Displays the native resolution of the image in the viewer.\n\n  filtertype -  - This controls pixel filtering in the viewers.\n\n nearest - Uses nearest pixel or accurate image representation. Images will look jaggy when viewing at any zoom level other than Native . linear - Uses linear filtering between pixels. Use this to get  images in viewers to look good at various zoom levels, especially useful when using any Fill Viewer setting other than Native . mipmap - Uses  mipmap filtering when scaling images. This can be used to reduce artifacts and sparkling in moving/scaling images that have lots of detail. When the input is 32-bit float format, only nearest filtering will be used (regardless of what is selected).\n\n  npasses - Duplicates the operation of the  the specified number of times. For every pass after the first it takes the result of the previous pass and replaces the node's first input with the result of the previous pass. One exception to this is the GLSL TOP when using compute shaders, where the input will continue to be the connected 's image.\n\n\n\n  chanmask - Allows you to choose which channels (R, G, B, or A) the  will operate on. All channels are selected by default.\n\n\n\n  format -  - Format used to store data for each channel in the image (ie. R, G, B, and A). Refer to Pixel Formats for more information.\n\n useinput - Uses the input's pixel format. rgba8fixed - Uses 8-bit integer values for each channel. srgba8fixed - Uses 8-bit integer values for each channel and stores color in sRGB colorspace. Note that this does not apply an sRGB curve to the pixel values, it only stores them using an sRGB curve. This means more data is used for the darker values and less for the brighter values. When the values are read downstream they will be converted back to linear. For more information refer to sRGB. rgba16float - Uses 16-bits per color channel, 64-bits per pixel. rgba32float - Uses 32-bits per color channel, 128-bits per pixels. rgb10a2fixed - Uses 10-bits per color channel and 2-bits for alpha, 32-bits total per pixel. rgba16fixed - Uses 16-bits per color channel, 64-bits total per pixel. rgba11float - A RGB floating point format that has 11 bits for the Red and Green channels, and 10-bits for the Blue , 32-bits total per pixel (therefore the same memory usage as 8-bit RGBA). The Alpha channel in this format will always be 1. Values can go above one, but can't be negative. ie. the range is [0, infinite). rgb16float - rgb32float - mono8fixed - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 8-bits per pixel. mono16fixed - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 16-bits per pixel. mono16float - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 16-bits per pixel. mono32float - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 32-bits per pixel. rg8fixed - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 8-bits per channel, 16-bits total per pixel. rg16fixed - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 16-bits per channel, 32-bits total per pixel. rg16float - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 16-bits per channel, 32-bits total per pixel. rg32float - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 32-bits per channel, 64-bits total per pixel. a8fixed - An Alpha only format that has 8-bits per channel, 8-bits per pixel. a16fixed - An Alpha only format that has 16-bits per channel, 16-bits per pixel. a16float - An Alpha only format that has 16-bits per channel, 16-bits per pixel. a32float - An Alpha only format that has 32-bits per channel, 32-bits per pixel. monoalpha8fixed - A 2 channel format, one value for RGB and one value for Alpha. 8-bits per channel, 16-bits per pixel. monoalpha16fixed - A 2 channel format, one value for RGB and one value for Alpha. 16-bits per channel, 32-bits per pixel. monoalpha16float - A 2 channel format, one value for RGB and one value for Alpha. 16-bits per channel, 32-bits per pixel. monoalpha32float - A 2 channel format, one value for RGB and one value for Alpha. 32-bits per channel, 64-bits per pixel.\n\n\n\nExtra Information for the   can be accessed via an Info CHOP.\nInfo Channels Common Page\n\n\n - Number of times the operator has cooked since the process started. - Duration of the last cook in milliseconds. - Frame number when this operator was last cooked relative to the component timeline. - Frame number when this operator was last cooked relative to the absolute time. - Time in milliseconds at which the operator started cooking in the frame it was cooked. - Time in milliseconds at which the operator finished cooking in the frame it was cooked. - 1 if operator was cooked this frame. - Number of warnings in this operator if any. - Number of errors in this operator if any.\n\nTouchDesigner Build: Latest\\nwikieditorwikieditorwikieditorwikieditorwikieditor2023.11280\nTOPs\n• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • \n\nAn Operator Family that creates, composites and modifies images, and reads/writes images and movies to/from files and the network. TOPs run on the graphics card's GPU.\n\n\n\nThe width and height of an image in pixels. Most TOPs, like the Movie File In TOP can set the image resolution. See Aspect Ratio for the width/height ratio of an image, taking into account non-square pixels.\n\n\n\nThe Frames-per-Second that TouchDesigner's Timeline runs at. Set with project.cookRate.\n\n\n\nEach SOP has a list of Points. Each point has an XYZ 3D position value plus other optional attributes. Each polygon Primitive is defined by a vertex list, which is list of point numbers.\n\n\n\nAn Operator Family which operate on Channels (a sequence of numbers (Samples)) which are used for animation, audio, mathematics, simulation, logic, UI construction, and data streamed from/to devices and protocols.\n\n\n\nThe viewer of a node can be (1) the interior of a node (the Node Viewer), (2) a floating window (RMB->View... on node), or (3) a Pane that graphically shows the results of an operator.\n\n\n\nA CHOP outputs one or more channels, where a channel is simply a sequence of numbers (Samples), representing motion, audio, etc. Channels are passed between CHOPs in TouchDesigner networks. Channels can be Exported to Parameters.\n\n\n\n\n\n\n\n\nRetrieved from \"https://docs.derivative.ca/index.php?title=Orbbec_TOP&oldid=32314\"",
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      "description": "device - Use this parameter to select the serial number of the camera you wish to connect to. Only one Orbbec  can connect to any camera at one time. Use an Orbbec Select TOP to obtain additional video streams from the same camera. Note:  Only cameras connected by USB will appear in this list and it can take up to 30s for a camera to appear after it has been plugged in.",
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      "description": "specifyip - Enable this parameter to connect to a camera over ethernet.",
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      "pattern": null,
      "isArray": false,
      "arraySize": 1,
      "dimensions": 1,
      "description": "ip - The IP address of the camera to connect to. You must turn on the 'Specify IP' parameter to enter an IP address. This is not necessary for cameras connected by USB.",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
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      "isAnimatable": true,
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      "order": 0,
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      "lastUpdated": "2025-08-07T07:50:05.812Z",
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    {
      "id": null,
      "name": "Color Resolution",
      "label": "Color Resolution",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
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      "isArray": false,
      "arraySize": 1,
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      "description": "colorres -  - Select the resolution of the sensor's color camera. Every camera has a default resolution that it will use automatically. Additional options will appear in the menu depending on the camera model. Not all frame rates () will be available for all camera resolutions.\n\n default - Use the default resolution for the camera.",
      "tooltip": "",
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      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
      "isAnimatable": true,
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      "isVisible": true,
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    {
      "id": null,
      "name": "Default",
      "label": "Default",
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      "page": "",
      "type": "float",
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      "description": "default - Use the default resolution for the camera.",
      "tooltip": "",
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    {
      "id": null,
      "name": "Color FPS",
      "label": "Color FPS",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
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      "allowCustom": false,
      "maxLength": null,
      "pattern": null,
      "isArray": false,
      "arraySize": 1,
      "dimensions": 1,
      "description": "colorfps -  - Set the frame rate in frames-per-second for the color camera. The camera will assume a default frame rate automatically, but additional rates will appear in this list depending on the camera model. Not all frame rates may be supported by the current camera resolution.\n\n default - The default frame rate for the sensor's color camera.",
      "tooltip": "",
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      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
      "isAnimatable": true,
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      "id": null,
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      "description": "default - The default frame rate for the sensor's color camera.",
      "tooltip": "",
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      "isReadOnly": false,
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      "id": null,
      "name": "Depth Resolution",
      "label": "Depth Resolution",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
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      "maxLength": null,
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      "arraySize": 1,
      "dimensions": 1,
      "description": "depthres -  - Select the resolution of the sensor's depth camera. Every camera has a default resolution that it will use automatically. Additional options will appear in the menu depending on the camera model. Not all frame rates () will be available for all camera resolutions.\n\n default - The default resolution rate for the sensor's depth camera.",
      "tooltip": "",
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      "description": "default - The default resolution rate for the sensor's depth camera.",
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      "id": null,
      "name": "Depth FPS",
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      "group": "General",
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      "description": "depthfps -  - Set the frame rate in frames-per-second for the depth camera. The camera will assume a default frame rate automatically, but additional rates will appear in this list depending on the camera model. Not all frame rates may be supported by the current camera resolution.\n\n default - The default frame rate for the sensor's depth camera.",
      "tooltip": "",
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      "isReadOnly": false,
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      "description": "default - The default frame rate for the sensor's depth camera.",
      "tooltip": "",
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      "isReadOnly": false,
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    },
    {
      "id": null,
      "name": "Depth Align Mode",
      "label": "Depth Align Mode",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
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      "arraySize": 1,
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      "description": "depthalignmode -  - This parameter can be used to transform the depth image to match the resolution of the color camera. This may be done in either hardware or software depending on the camera model. Some resolutions may not be supported. The node will display an error if the current depth and color resolutions are not compatible.\n\n disabled - The depth image will be displayed in its native resolution. hardware - The depth image will be transformed to the color camera's resolution using hardware remapping. software - The depth image will be transformed to the color camera's resolution using software remapping.",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
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    {
      "id": null,
      "name": "Disabled",
      "label": "Disabled",
      "group": "General",
      "page": "",
      "type": "float",
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      "description": "disabled - The depth image will be displayed in its native resolution. hardware - The depth image will be transformed to the color camera's resolution using hardware remapping. software - The depth image will be transformed to the color camera's resolution using software remapping.",
      "tooltip": "",
      "help": "",
      "units": "",
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      "isReadOnly": false,
      "isAdvanced": false,
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    {
      "id": null,
      "name": "Image",
      "label": "Image",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
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      "description": "image -  - Select which of the camera's video streams to display in the node's output image. Additional streams can be obtained for the same camera using the Orbbec Select TOP.\n\n color - The video stream for the color camera. This is usually an 8-bit RGBA image. depth - The video stream for the depth camera. This is a 32-bit floating point texture where each pixel measures the depth in meters. ir - The raw IR image from the depth camera. The resolution and frame rate are based on the depth camera settings. pointcloud - A 3D point cloud where the x, y and z positions are stored in meters in the red, blue and green channels of a 32 bit floating point image.",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
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      "isHidden": false,
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      "order": 0,
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    },
    {
      "id": null,
      "name": "Color",
      "label": "Color",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
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      "defaultValue": null,
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      "description": "color - The video stream for the color camera. This is usually an 8-bit RGBA image. depth - The video stream for the depth camera. This is a 32-bit floating point texture where each pixel measures the depth in meters. ir - The raw IR image from the depth camera. The resolution and frame rate are based on the depth camera settings. pointcloud - A 3D point cloud where the x, y and z positions are stored in meters in the red, blue and green channels of a 32 bit floating point image.",
      "tooltip": "",
      "help": "",
      "units": "",
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      "isReadOnly": false,
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    {
      "id": null,
      "name": "Enable Gyro Sensor",
      "label": "Enable Gyro Sensor",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
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      "arraySize": 1,
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      "description": "gyro - Enable rotational IMU data from the gyro sensor if it is available on the current camera. The data is measured in degrees/sec and accessible as  channels by attaching an Info CHOP.",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
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    {
      "id": null,
      "name": "Enable Accel Sensor",
      "label": "Enable Accel Sensor",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
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      "arraySize": 1,
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      "description": "accel - Enable linear acceleration IMU data from the accel sensor if it is available on the current camera. The data is measured in m/s^2 and accessible as  channels by attaching an Info CHOP.",
      "tooltip": "",
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      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
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    {
      "id": null,
      "name": "Output Resolution",
      "label": "Output Resolution",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
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      "defaultValue": null,
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      "description": "outputresolution -  - quickly change the resolution of the 's data.\n\n useinput - Uses the input's resolution. eighth - Multiply the input's resolution by that amount. quarter - Multiply the input's resolution by that amount. half - Multiply the input's resolution by that amount. 2x - Multiply the input's resolution by that amount. 4x - Multiply the input's resolution by that amount. 8x - Multiply the input's resolution by that amount. fit - Grow or shrink the input resolution to fit this resolution, while keeping the aspect ratio the same. limit - Limit the input resolution to be not larger than this resolution, while keeping the aspect ratio the same. custom - Directly control the width and height.",
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    {
      "id": null,
      "name": "Use Input",
      "label": "Use Input",
      "group": "General",
      "page": "",
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      "defaultValue": null,
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      "description": "useinput - Uses the input's resolution. eighth - Multiply the input's resolution by that amount. quarter - Multiply the input's resolution by that amount. half - Multiply the input's resolution by that amount. 2x - Multiply the input's resolution by that amount. 4x - Multiply the input's resolution by that amount. 8x - Multiply the input's resolution by that amount. fit - Grow or shrink the input resolution to fit this resolution, while keeping the aspect ratio the same. limit - Limit the input resolution to be not larger than this resolution, while keeping the aspect ratio the same. custom - Directly control the width and height.",
      "tooltip": "",
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    {
      "id": null,
      "name": "Resolution",
      "label": "Resolution",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
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      "description": "resolution -  - Enabled only when the  parameter is set to Custom . Some Generators like Constant and Ramp do not use inputs and only use this field to determine their size. The drop down menu on the right provides some commonly used resolutions.\n\n resolutionw - resolutionh -",
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      "name": "Resolution Menu",
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      "description": "resmenu - A drop-down menu with some commonly used resolutions.",
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      "description": "armenu - A drop-down menu with some commonly used aspect ratios.",
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      "name": "Input Smoothness",
      "label": "Input Smoothness",
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      "description": "inputfiltertype -  - This controls pixel filtering on the input image of the .\n\n nearest - Uses nearest pixel or accurate image representation. Images will look jaggy when viewing at any zoom level other than Native . linear - Uses linear filtering between pixels. This is how you get  images in viewers to look good at various zoom levels, especially useful when using any Fill Viewer setting other than Native . mipmap - Uses  mipmap filtering when scaling images. This can be used to reduce artifacts and sparkling in moving/scaling images that have lots of detail.",
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      "description": "nearest - Uses nearest pixel or accurate image representation. Images will look jaggy when viewing at any zoom level other than Native . linear - Uses linear filtering between pixels. This is how you get  images in viewers to look good at various zoom levels, especially useful when using any Fill Viewer setting other than Native . mipmap - Uses  mipmap filtering when scaling images. This can be used to reduce artifacts and sparkling in moving/scaling images that have lots of detail.",
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      "name": "Fill Viewer",
      "label": "Fill Viewer",
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      "description": "fillmode -  - Determine how the  image is displayed in the viewer.\nNOTE:To get an understanding of how TOPs work with images, you will want to set this to Native  as you lay down TOPs when starting out. This will let you see what is actually happening without any automatic viewer resizing.\n\n\n useinput - Uses the same Fill Viewer settings as it's input. fill - Stretches the image to fit the edges of the viewer. width - Stretches image to fit viewer horizontally. height - Stretches image to fit viewer vertically. best - Stretches or squashes image so no part of image is cropped. outside - Stretches or squashes image so image fills viewer while constraining it's proportions. This often leads to part of image getting cropped by viewer. nativeres - Displays the native resolution of the image in the viewer.",
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      "description": "useinput - Uses the same Fill Viewer settings as it's input. fill - Stretches the image to fit the edges of the viewer. width - Stretches image to fit viewer horizontally. height - Stretches image to fit viewer vertically. best - Stretches or squashes image so no part of image is cropped. outside - Stretches or squashes image so image fills viewer while constraining it's proportions. This often leads to part of image getting cropped by viewer. nativeres - Displays the native resolution of the image in the viewer.",
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      "description": "filtertype -  - This controls pixel filtering in the viewers.\n\n nearest - Uses nearest pixel or accurate image representation. Images will look jaggy when viewing at any zoom level other than Native . linear - Uses linear filtering between pixels. Use this to get  images in viewers to look good at various zoom levels, especially useful when using any Fill Viewer setting other than Native . mipmap - Uses  mipmap filtering when scaling images. This can be used to reduce artifacts and sparkling in moving/scaling images that have lots of detail. When the input is 32-bit float format, only nearest filtering will be used (regardless of what is selected).",
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      "name": "Passes",
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      "name": "Channel Mask",
      "label": "Channel Mask",
      "group": "General",
      "page": "",
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      "description": "chanmask - Allows you to choose which channels (R, G, B, or A) the  will operate on. All channels are selected by default.",
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      "description": "format -  - Format used to store data for each channel in the image (ie. R, G, B, and A). Refer to Pixel Formats for more information.\n\n useinput - Uses the input's pixel format. rgba8fixed - Uses 8-bit integer values for each channel. srgba8fixed - Uses 8-bit integer values for each channel and stores color in sRGB colorspace. Note that this does not apply an sRGB curve to the pixel values, it only stores them using an sRGB curve. This means more data is used for the darker values and less for the brighter values. When the values are read downstream they will be converted back to linear. For more information refer to sRGB. rgba16float - Uses 16-bits per color channel, 64-bits per pixel. rgba32float - Uses 32-bits per color channel, 128-bits per pixels. rgb10a2fixed - Uses 10-bits per color channel and 2-bits for alpha, 32-bits total per pixel. rgba16fixed - Uses 16-bits per color channel, 64-bits total per pixel. rgba11float - A RGB floating point format that has 11 bits for the Red and Green channels, and 10-bits for the Blue , 32-bits total per pixel (therefore the same memory usage as 8-bit RGBA). The Alpha channel in this format will always be 1. Values can go above one, but can't be negative. ie. the range is [0, infinite). rgb16float - rgb32float - mono8fixed - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 8-bits per pixel. mono16fixed - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 16-bits per pixel. mono16float - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 16-bits per pixel. mono32float - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 32-bits per pixel. rg8fixed - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 8-bits per channel, 16-bits total per pixel. rg16fixed - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 16-bits per channel, 32-bits total per pixel. rg16float - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 16-bits per channel, 32-bits total per pixel. rg32float - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 32-bits per channel, 64-bits total per pixel. a8fixed - An Alpha only format that has 8-bits per channel, 8-bits per pixel. a16fixed - An Alpha only format that has 16-bits per channel, 16-bits per pixel. a16float - An Alpha only format that has 16-bits per channel, 16-bits per pixel. a32float - An Alpha only format that has 32-bits per channel, 32-bits per pixel. monoalpha8fixed - A 2 channel format, one value for RGB and one value for Alpha. 8-bits per channel, 16-bits per pixel. monoalpha16fixed - A 2 channel format, one value for RGB and one value for Alpha. 16-bits per channel, 32-bits per pixel. monoalpha16float - A 2 channel format, one value for RGB and one value for Alpha. 16-bits per channel, 32-bits per pixel. monoalpha32float - A 2 channel format, one value for RGB and one value for Alpha. 32-bits per channel, 64-bits per pixel.",
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      "name": "Use Input",
      "label": "Use Input",
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      "description": "useinput - Uses the input's pixel format. rgba8fixed - Uses 8-bit integer values for each channel. srgba8fixed - Uses 8-bit integer values for each channel and stores color in sRGB colorspace. Note that this does not apply an sRGB curve to the pixel values, it only stores them using an sRGB curve. This means more data is used for the darker values and less for the brighter values. When the values are read downstream they will be converted back to linear. For more information refer to sRGB. rgba16float - Uses 16-bits per color channel, 64-bits per pixel. rgba32float - Uses 32-bits per color channel, 128-bits per pixels. rgb10a2fixed - Uses 10-bits per color channel and 2-bits for alpha, 32-bits total per pixel. rgba16fixed - Uses 16-bits per color channel, 64-bits total per pixel. rgba11float - A RGB floating point format that has 11 bits for the Red and Green channels, and 10-bits for the Blue , 32-bits total per pixel (therefore the same memory usage as 8-bit RGBA). The Alpha channel in this format will always be 1. Values can go above one, but can't be negative. ie. the range is [0, infinite). rgb16float - rgb32float - mono8fixed - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 8-bits per pixel. mono16fixed - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 16-bits per pixel. mono16float - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 16-bits per pixel. mono32float - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 32-bits per pixel. rg8fixed - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 8-bits per channel, 16-bits total per pixel. rg16fixed - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 16-bits per channel, 32-bits total per pixel. rg16float - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 16-bits per channel, 32-bits total per pixel. rg32float - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 32-bits per channel, 64-bits total per pixel. a8fixed - An Alpha only format that has 8-bits per channel, 8-bits per pixel. a16fixed - An Alpha only format that has 16-bits per channel, 16-bits per pixel. a16float - An Alpha only format that has 16-bits per channel, 16-bits per pixel. a32float - An Alpha only format that has 32-bits per channel, 32-bits per pixel. monoalpha8fixed - A 2 channel format, one value for RGB and one value for Alpha. 8-bits per channel, 16-bits per pixel. monoalpha16fixed - A 2 channel format, one value for RGB and one value for Alpha. 16-bits per channel, 32-bits per pixel. monoalpha16float - A 2 channel format, one value for RGB and one value for Alpha. 16-bits per channel, 32-bits per pixel. monoalpha32float - A 2 channel format, one value for RGB and one value for Alpha. 32-bits per channel, 64-bits per pixel.",
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