{
  "id": "sprite_sop",
  "name": "Sprite SOP",
  "displayName": "Sprite SOP",
  "category": "SOP",
  "subcategory": "Generators",
  "version": "",
  "lastUpdated": "2025-08-07T07:50:09.912Z",
  "sourceFile": "C:\\Program Files\\Derivative\\TouchDesigner\\Samples\\Learn\\OfflineHelp\\https.docs.derivative.ca\\Sprite_SOP.htm",
  "url": "",
  "description": "The Sprite SOP creates geometry (quad sprites) at point positions defined by the CHOP referenced in the XYZ CHOP parameter.",
  "summary": "The Sprite SOP creates geometry (quad sprites) at point positions defined by the CHOP referenced in the XYZ CHOP parameter.",
  "details": "",
  "usage": "",
  "tips": [],
  "warnings": [],
  "parameters": [
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      "name": "XYZ CHOP",
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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 Sprite  creates geometry (quad sprites) at point positions defined by the  referenced in the XYZ  parameter.\nspriteSOP_Class\n\nContents\n \n \n \n \n \n\n\n\n\n\n  xyzchop - A  with 3 channels is required to specify the X, Y, and Z position of the quad to be generated. Each sample creates 1 quad. The created quads are centered at the points defined by each sample.\n\n\n\t\n  camera - The geometry will always face the Camera COMP specified here.\n\n\n\t\n  widthchop - A 1 channel  can be specified to set the width of the quad at that sample.\n\n\n\t\n  colorchop - A 3 channel  can be specified to set the R, G, and B color values of the quad at that sample.\n\n\n\t\n  alphachop - A 1 channel  can be specified to set the alpha of the quad at that sample.\n\n\n\t\n  perspectivewidth - The width of the geometry created. This parameter only has an effect when the  is less that 1.0.\n\n\n\t\n  constantwidth - This blends between using Perspective Width and Constant Width. When Use Constant Width = 0, width is determined only by Perspective Width, when Use Constant Width = 1, width is determined only by Constant Width parameters below.\n\n\n\t\n  constantwidthnear - The width used for quads located at a position Constant Width Falloff Start or closer.\n\n\n\t\n  constantwitdhfar - The width used for quads located at a position Constant Width Falloff End or farther.\n\n\n\t\n  falloffstart - At this position the or closer the geometry uses the Constant Width Near parameter for its width.\n\n\n\t\n  falloffend - At this position the or farther the geometry uses the Constant Width Far parameter for its width.\nNOTE: Inbetween Falloff Start and Falloff End the width is determined using a half-cosine falloff between the two values.\n\n\n\n\n\nExtra Information for the Sprite  can be accessed via an Info CHOP.\n\n\n\n - Number of points in this . - Number of primitives in this . - Number of particles in this . - Time spent in another thread updating geometry data on the  from the 's CPU data. As it is part of another thread, this time is not part of the usual frame time. - Time spent in another thread updating meta surface geometry data (such as metaballs or nurbs) on the  from the 's CPU data. As it is part of another thread, this time is not part of the usual frame time.\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.\nTouchDesigner Build: Latest\\n2021.100002018.28070before 2018.28070\nSOPs\n• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • \n\nA Operator Family that reads, creates and modifies 3D points, polygons, lines, particles, surfaces, spheres and meatballs. Particles and point clouds are now done primarily on the GPU using TOPs.\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 Graphics Processing Unit. This is the high-speed, many-core processor of the graphics card/chip that takes geometry, images and data from the CPU and creates images and processed data.\n\n\n\n\n\n\n\n\nRetrieved from \"https://docs.derivative.ca/index.php?title=Sprite_SOP&oldid=24270\"\n\t\tCategory: SOPs",
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      "id": null,
      "name": "XYZ CHOP",
      "label": "XYZ CHOP",
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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 Sprite  creates geometry (quad sprites) at point positions defined by the  referenced in the XYZ  parameter.\nspriteSOP_Class\n\nContents\n \n \n \n \n \n\n\n\n\n\n  xyzchop - A  with 3 channels is required to specify the X, Y, and Z position of the quad to be generated. Each sample creates 1 quad. The created quads are centered at the points defined by each sample.\n\n\n\t\n  camera - The geometry will always face the Camera COMP specified here.\n\n\n\t\n  widthchop - A 1 channel  can be specified to set the width of the quad at that sample.\n\n\n\t\n  colorchop - A 3 channel  can be specified to set the R, G, and B color values of the quad at that sample.\n\n\n\t\n  alphachop - A 1 channel  can be specified to set the alpha of the quad at that sample.\n\n\n\t\n  perspectivewidth - The width of the geometry created. This parameter only has an effect when the  is less that 1.0.\n\n\n\t\n  constantwidth - This blends between using Perspective Width and Constant Width. When Use Constant Width = 0, width is determined only by Perspective Width, when Use Constant Width = 1, width is determined only by Constant Width parameters below.\n\n\n\t\n  constantwidthnear - The width used for quads located at a position Constant Width Falloff Start or closer.\n\n\n\t\n  constantwitdhfar - The width used for quads located at a position Constant Width Falloff End or farther.\n\n\n\t\n  falloffstart - At this position the or closer the geometry uses the Constant Width Near parameter for its width.\n\n\n\t\n  falloffend - At this position the or farther the geometry uses the Constant Width Far parameter for its width.\nNOTE: Inbetween Falloff Start and Falloff End the width is determined using a half-cosine falloff between the two values.\n\n\n\n\n\nExtra Information for the Sprite  can be accessed via an Info CHOP.\n\n\n\n - Number of points in this . - Number of primitives in this . - Number of particles in this . - Time spent in another thread updating geometry data on the  from the 's CPU data. As it is part of another thread, this time is not part of the usual frame time. - Time spent in another thread updating meta surface geometry data (such as metaballs or nurbs) on the  from the 's CPU data. As it is part of another thread, this time is not part of the usual frame time.\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.\nTouchDesigner Build: Latest\\n2021.100002018.28070before 2018.28070\nSOPs\n• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • \n\nA Operator Family that reads, creates and modifies 3D points, polygons, lines, particles, surfaces, spheres and meatballs. Particles and point clouds are now done primarily on the GPU using TOPs.\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 Graphics Processing Unit. This is the high-speed, many-core processor of the graphics card/chip that takes geometry, images and data from the CPU and creates images and processed data.\n\n\n\n\n\n\n\n\nRetrieved from \"https://docs.derivative.ca/index.php?title=Sprite_SOP&oldid=24270\"\n\t\tCategory: SOPs",
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      "name": "XYZ CHOP",
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      "description": "The Sprite  creates geometry (quad sprites) at point positions defined by the  referenced in the XYZ  parameter.\nspriteSOP_Class\n\nContents\n \n \n \n \n \n\n\n\n\n\n  xyzchop - A  with 3 channels is required to specify the X, Y, and Z position of the quad to be generated. Each sample creates 1 quad. The created quads are centered at the points defined by each sample.\n\n\n\t\n  camera - The geometry will always face the Camera COMP specified here.\n\n\n\t\n  widthchop - A 1 channel  can be specified to set the width of the quad at that sample.\n\n\n\t\n  colorchop - A 3 channel  can be specified to set the R, G, and B color values of the quad at that sample.\n\n\n\t\n  alphachop - A 1 channel  can be specified to set the alpha of the quad at that sample.\n\n\n\t\n  perspectivewidth - The width of the geometry created. This parameter only has an effect when the  is less that 1.0.\n\n\n\t\n  constantwidth - This blends between using Perspective Width and Constant Width. When Use Constant Width = 0, width is determined only by Perspective Width, when Use Constant Width = 1, width is determined only by Constant Width parameters below.\n\n\n\t\n  constantwidthnear - The width used for quads located at a position Constant Width Falloff Start or closer.\n\n\n\t\n  constantwitdhfar - The width used for quads located at a position Constant Width Falloff End or farther.\n\n\n\t\n  falloffstart - At this position the or closer the geometry uses the Constant Width Near parameter for its width.\n\n\n\t\n  falloffend - At this position the or farther the geometry uses the Constant Width Far parameter for its width.\nNOTE: Inbetween Falloff Start and Falloff End the width is determined using a half-cosine falloff between the two values.\n\n\n\n\n\nExtra Information for the Sprite  can be accessed via an Info CHOP.\n\n\n\n - Number of points in this . - Number of primitives in this . - Number of particles in this . - Time spent in another thread updating geometry data on the  from the 's CPU data. As it is part of another thread, this time is not part of the usual frame time. - Time spent in another thread updating meta surface geometry data (such as metaballs or nurbs) on the  from the 's CPU data. As it is part of another thread, this time is not part of the usual frame time.\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.\nTouchDesigner Build: Latest\\n2021.100002018.28070before 2018.28070\nSOPs\n• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • \n\nA Operator Family that reads, creates and modifies 3D points, polygons, lines, particles, surfaces, spheres and meatballs. Particles and point clouds are now done primarily on the GPU using TOPs.\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 Graphics Processing Unit. This is the high-speed, many-core processor of the graphics card/chip that takes geometry, images and data from the CPU and creates images and processed data.\n\n\n\n\n\n\n\n\nRetrieved from \"https://docs.derivative.ca/index.php?title=Sprite_SOP&oldid=24270\"",
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      "name": "XYZ CHOP",
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      "description": "xyzchop - A  with 3 channels is required to specify the X, Y, and Z position of the quad to be generated. Each sample creates 1 quad. The created quads are centered at the points defined by each sample.",
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      "description": "camera - The geometry will always face the Camera COMP specified here.",
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      "description": "widthchop - A 1 channel  can be specified to set the width of the quad at that sample.",
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      "description": "colorchop - A 3 channel  can be specified to set the R, G, and B color values of the quad at that sample.",
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      "description": "alphachop - A 1 channel  can be specified to set the alpha of the quad at that sample.",
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      "help": "",
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      "isHidden": false,
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