- Geometry
- Guides
Geometry
The Geometry view has three groups: Render, Solvers and Voro.
Render holds everything that makes a picture.
- Shapes enter a scene through Geometry, a TouchDesigner Geometry COMP with your own SOPs or POPs inside. Place draws many copies and variants of one shape. Font turns text or an SVG into meshes. Asset Import brings in glTF, OBJ, FBX, PLY and STL files. Volume puts a density field, such as smoke or fire, into a scene.
- Scene collects those objects together with a Camera, any Lights and a Sky. Sky supplies atmosphere, clouds and sunlight, or lighting from an HDR image.
- A renderer draws the Scene. Realtime Trace is the one to watch in motion. Path Trace converges a still view. The Surface Renderer rasterises for speed. Reconstruct denoises a render, and Depth Composite combines two renders by depth.
- Populate and Relation run many copies of a network, each with its own state. See Populations.
Solvers holds liquid, gas, rigid bodies, soft bodies, strands, deformation and waves, plus SDF Collider, Force Field and Field Lines. They produce points, fields and contacts for the operators downstream.
Voro holds the two operators you write yourself. Material sets how a surface looks, and Warp FX runs your own GPU stages over geometry.
Start with First scene.
Modules
- Material How a Geometry object's surface looks: physically based parameters, a menu of presets, or a short look program with live controls.
- Warp FX Write Warp kernels over points, meshes, fields and state. Reload compiles them to native GPU stages that generate or deform geometry.
- FLIP Liquid Particle liquid with box or POP seeding, continuous emitters, whitewater and optional grid fields.
- Gas / Smoke Grid-based smoke and combustion with density, velocity, temperature and dye fields.
- Rigid Rigid-body motion with point or mesh input, two contact models, joints and typed solver connections.
- Soft Body Tetrahedral soft bodies with material stiffness, pins, world collisions and contact output.
- Strand Dynamic strands with moving roots, wind, collisions and separate Groom and Rest rule stacks.
- Deform Point and mesh deformation with distance, volume and bend constraints and painted rule weights.
- Ripple Heightfield waves with point impacts, rain, boundary modes and SDF obstacles.
- SDF Collider Mesh or analytic collision shapes published as a signed distance field and fitted transforms.
- Force Field Procedural wind, curl, vortex and attraction in a reusable velocity grid.
- Field Lines Velocity-field samples drawn as line segments, with length and color showing speed.
- Scene Collects the objects, lights, camera and Sky for a render, so several renderers can share one selection.
- Sky Atmosphere, clouds and sunlight for a Scene, or environment lighting from an HDR image.
- Geometry Native TouchDesigner geometry collected for Path Trace, with transforms, instancing and an optional Voro Material.
- Volume Puts a density field into a Scene as a volume, such as smoke, fire, cloud or glow, with a look, lighting and an optional temperature and velocity field.
- Light A native Light COMP that runs a small light program: presets for point, spot, beam and animated lights, or your own.
- Camera A native Camera COMP with a Voro page: cuts, a drive wire, framing from the subject and a home pose.
- Path Trace Progressive path tracer. Renders a Scene to a linear beauty image and the guide images Reconstruct reads, and converges a still view with Accumulate.
- Realtime Trace Real-time path tracer. Renders a Scene to a picture you can watch in motion, steadied by a temporal resolve in the node, and publishes the same ten images as Path Trace plus an object id.
- Reconstruct Cleans up a Realtime Trace or Path Trace render with DLSS Ray Reconstruction or the OptiX denoiser, and with DLSS can upscale it up to three times.
- Depth Composite Combine matching color and depth images, keeping the nearer layer at each pixel.
- Asset Imports a glTF, GLB, OBJ, FBX, PLY or STL file into a Voro scene with its materials and textures, and hands any one part on as a mesh.
- Font Turns text or an SVG into solid meshes, outlines, stroke skeletons and convex colliders, with glyphs and rows for Place.
- Place Draws many copies of a shape, or of several variants of a module, one copy per row. Each row says where a copy goes, how it turns, how big it is and which variant it draws.
- Populate Place one member network many times. Each member keeps its own state, and a few binding rows vary its controls.
- Relation Couple populations to each other or to the world through one module that reads their publications and writes back what they should apply.
- Surface Renderer Fast raster renderer. Draws a Scene's surfaces with shadow-mapped lights, ambient occlusion and an optional sky, and publishes up to 19 passes you pick.