Texture 3D TOP

From TouchDesigner 099 Wiki

Summary

The Texture 3D TOP creates a 3D texture map. It saves a series of images in one array of pixels. This TOP can be used with Time Machine TOP, as well as materials. Using materials, a particular image in this array can be accessed by specifying a W texture coordinate, while the U and V coordinates are used to specify a texture location on that image. Refer to the 3D Texture article for more information.

The Texture 3D TOP is similar to the Cache TOP which holds a set of images in a different form: the images are separate and you cannot use the W texture corrdinate in a material to interpolate to access all of them in a shader.

The Texture 3D TOP replaces one slice of its 3D data with its input every frame. When it has filled up all of its slices it wraps around and starts overwriting the oldest slice.

The Texture 3D TOP can also create a 2D Texture Array. 2D Texture arrays are much like 3d textures, except are sampled using a non-normalized w texture coordinate. (i.e, 0 is the first slice, 1 is the 2nd slice, 2 is the 3rd slice etc.). Texture arrays also don't support blending between different slices when sampling at coordinate that falls between two slices. This a much faster alternative to 3d textures when interpolation betwen slices is not required. The non-normalized w coordinate makes it very easy to directly access a particular slice in the array.

Locking the Texture 3D TOP preserves the entire 3D and 2D array in a .toe or .tox file.

PythonIcon.png texture3dTOP_Class

Parameters - Cache Page

Type type - Specifies the texture type to create.

  • 3D Texture - a series of images in an array (slices). Slices can be blended when samping a coordinate in between two slices. Slices are accessed using the W texture coordinate.
  • 2D Texture Array - a series of images in an array which does not support blending between slices. The W texture coordinate is non-normalized.

On on - When set to 1, the Texture 3D TOP will fill up it cache with images. The texture3D TOP replaces a slice of its 3d data with its input every frame. When it has filled up all of its slices it wraps around and starts overwriting the oldest slice.

Replace Single replacesingle - While this is set > 0, the Texture 3D TOP will replace the slice at 'Replace Index' with the input image. This allows you to replace specific slices of the 3D texture at will.

Replace Index replaceindex - Select the slice index that will be replaced by the input, when 'Replace Single' is turned on.

Reset reset - When set to 1, the cache is flushed and the TOP is reset.

Pre Fill prefill - This feature is used to pre-setup all of the slices of the 3D texture in a single cook. When set to 1, it will fill the cache. If set to 1 during playback, it will fill immediately. If set to 1 and saved out, then next time the file is opened the cache will pre-fill. It sets up the cache by cooking its inputs at $F = 1, $F = 2, $F = 3 etc. up until the number of slice it needs to fill. Refer to Pre-Filling for more information.

Cache Size cachesize - The number of images the Texture 3D TOP will hold. This is the number of 3D slices in the texture.

Step Size step - This parameter sets how many frames pass before the TOP grabs one into cache. A Sample Step of 1 will grab each consecutive frame, a Sample Step of 2 will grab every other frame, and so on.

When Prefilling you would normally setup the inputs to the Texture 3D node in some way that is tied to $F. Such as a Movie File In TOP where set the Specify Index parameter to $F - 1 (since 0 is the first frame). Or a Noise TOP that is changing it's translation based on $F. If Step Size is 3, it would cook frame 1, 4, 7 etc.

Parameters - Common Page

Output Resolution - quickly change the resolution of the TOP's data.

  • Use Input - uses the input's resolution.
  • Eighth, Quarter, Half, 2X, 4X, 8X - multiply the input's resolution by that amount.
  • Fit Resolution - Resizes the input to the size specified in Resolution using the best possible match that does not crop any of the input. It will resize the image to be larger than the input resolution if a larger resolution is specified. It's a "fit inside", Aspect Ratio is maintained.
  • Limit Resolution - Limits the input to the size specified in Resolution using the best possible match that does not crop any of the input. It will NOT resize the image to be larger than the input resolution if a larger resolution is specified. It's a "fit inside", Aspect Ratio is maintained.
  • Custom Resolution - enables the Resolution parameter below, giving direct control over width and height.

Resolution - enabled only when the Resolution parameter is set to Custom Resolution. 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.

Use Global Res Multiplier - Uses the Global Resolution 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 Resolution Multiplier to a value of half or quarter so it runs at an acceptable speed. By checking this checkbox on, this TOP is affected by the global multiplier.

Output Aspect - 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.)

  • Input - 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 Aspect - lets you explicitly define a custom aspect ratio in the Aspect parameter below.

Aspect - Use when Output Aspect parameter is set to Custom Aspect.

Input Smoothness - This controls pixel filtering on the input image of the TOP.

  • Nearest Pixel - uses nearest pixel or accurate image representation. Images will look jaggy when viewing at any zoom level other than Native Resolution.
  • Interpolate Pixels - uses linear filtering between pixels. This is how you get TOP images in viewers to look good at various zoom levels, especially useful when using any Fill Viewer setting other than Native Resolution.
  • Mipmap Pixels - uses mipmap filtering when scaling images. This can be used to reduce artifacts and sparkling in moving/scaling images that have lots of detail.

Fill Viewer - determine how the TOP image is displayed in the viewer.

  • Input - uses the same Fill Viewer settings as it's input.
  • Fill - stretches the image to fit the edges of the viewer.
  • Fit Horizontal - stretches image to fit viewer horizontally.
  • Fit Vertical - stretches image to fit viewer vertically.
  • Fit Best - stretches or squashes image so no part of image is cropped.
  • Fit 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.
  • Native Resolution - displays the native resolution of the image in the viewer.

NOTE: To get an understanding of how TOPs works with images, you will want to set this to Native Resolution as you lay down TOPs when starting out. This will let you see what is actually happening without any automatic viewer resizing.

Viewer Smoothness - This controls pixel filtering in the viewers.

  • Nearest Pixel - uses nearest pixel or accurate image representation. Images will look jaggy when viewing at any zoom level other than Native Resolution.
  • Interpolate Pixels - uses linear filtering between pixels. Use this to get TOP images in viewers to look good at various zoom levels, especially useful when using any Fill Viewer setting other than Native Resolution.
  • Mipmap Pixels - 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).

Passes - Duplicates the operation of the TOP the specified number of times. Making this larger than 1 is essentially the same as taking the output from each pass, and passing it into the first input of the node and repeating the process. Other inputs and parameters remain the same for each pass.

Channel Mask - Allows you to choose which channels (R, G, B, or A) the TOP will operate on. All channels are selected by default.

Pixel 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.

  • Input - uses the input's pixel format.
  • 8-bit fixed (RGBA) - uses 8-bit integer values for each channel.
  • sRGB 8-bit fixed (RGBA) - uses 8-bit integer values for each channel and stores color in sRGB colorspace.
  • 16-bit float (RGBA) - uses 16-bits per color channel, 64-bits per pixel.
  • 32-bit float (RGBA) - uses 32-bits per color channel, 128-bits per pixels.


  • 10-bit RGB, 2-bit Alpha, fixed (RGBA) - uses 10-bits per color channel and 2-bits for alpha, 32-bits total per pixel.
  • 16-bit fixed (RGBA) - uses 16-bits per color channel, 64-bits total per pixel.
  • 11-bit float (RGB), Positive Values Only - A RGB floating point format that has 11 bits for the Red and Green channels, and 10-bits for the Blue Channel, 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).
  • 8-bit fixed (Mono) - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 8-bits per pixel.
  • 16-bit fixed (Mono) - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 16-bits per pixel.
  • 16-bit float (Mono) - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 16-bits per pixel.
  • 32-bit float (Mono) - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 32-bits per pixel.
  • 8-bit fixed (RG) - 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.
  • 16-bit fixed (RG) - 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.
  • 16-bit float (RG) - 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.
  • 32-bit float (RG) - 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.
  • 8-bit fixed (A) - An Alpha only format that has 8-bits per channel, 8-bits per pixel.
  • 16-bit fixed (A) - An Alpha only format that has 16-bits per channel, 16-bits per pixel.
  • 16-bit float (A) - An Alpha only format that has 16-bits per channel, 16-bits per pixel.
  • 32-bit float (A) - An Alpha only format that has 32-bits per channel, 32-bits per pixel.
  • 8-bit fixed (Mono+Alpha) - A 2 channel format, one value for RGB and one value for Alpha. 8-bits per channel, 16-bits per pixel.
  • 16-bit fixed (Mono+Alpha) - A 2 channel format, one value for RGB and one value for Alpha. 16-bits per channel, 32-bits per pixel.
  • 16-bit float (Mono+Alpha) - A 2 channel format, one value for RGB and one value for Alpha. 16-bits per channel, 32-bits per pixel.
  • 32-bit float (Mono+Alpha) - A 2 channel format, one value for RGB and one value for Alpha. 32-bits per channel, 64-bits per pixel.


Notes

Example

Here is an example of using 2D Texture Arrays. This example makes use of the Pre-Fill feature of this TOP as well. texture2darray.toe