- Geometry
- Render
Scene
Purpose
Section titled “Purpose”Scene collects the objects, lights, camera and Sky for a render. A renderer selects the Scene and draws what it holds. Keep the selection here when several renderers should draw the same scene, each with its own size and quality settings.
Place Scene in the Geometry view of the Voro menu, under Render. Place your objects, a Camera and any Lights in the same network.
On Scene’s Collection page, set Geometry to the objects’ names or a wildcard pattern, Lights the same way, and Camera to the camera. Set Sky to a Sky for an atmosphere, clouds, an HDR environment or a solid colour. Then, on a renderer’s Scene page, set Scene to this Scene and Scene Mode to Scene. Start with an explicit name before you use a broad wildcard.
Geometry collects any Geometry COMP, so Geometry, Place, Asset Import and plain TD Geometry COMPs all join the same way. Font joins through a Geometry or a Place that takes its output. Lights takes Voro Lights and plain TD Light COMPs. Camera takes a Voro Camera or a plain TD perspective Camera COMP.
Inputs and outputs
Section titled “Inputs and outputs”The scene output carries the collected objects, their materials and transforms, the lights and the camera to a renderer. In TouchDesigner the Collection page makes those connections, so you do not wire each object into Scene.
The object0 to object255 inputs and the state input are for Lab and .voro graphs, where objects and the camera are wired instead of selected by name.
Controls
Section titled “Controls”- Geometry and Lights are wildcard patterns, resolved in Scene’s parent network. A pattern is relative to the Scene that owns it, even when the renderer sits somewhere else.
- Camera selects one camera. It must be perspective.
- A renderer’s own Scene page has the same Geometry, Lights, Camera and Sky fields. Its Scene Mode decides whether it uses the Scene, its own fields, or both. In Scene + Local, a local Sky overrides the Scene’s Sky. See Path Trace for the three modes.
- Move objects, lights and the camera on their own operators. Scene holds only the selection.
Nothing falls back to a default camera. If neither the Scene nor the renderer has Camera set, the renderer reports “no effective Camera selected” and draws nothing.
An empty Scene has a neutral environment and no demonstration objects. If an object is missing from the render, check the Geometry pattern and the render flags on both the COMP and its children before you change the material.
One scene holds up to 256 objects, 256 lights, 256 materials and 16 volumes. One object can bind up to 16 materials on its Look page. Each render-flagged child of a Geometry COMP counts as its own object. Raw solver fields, contacts and point clouds do not turn into polygon objects by themselves.
Inputs
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object0..255scene -
stateimage
Outputs
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scenescene required