Geo COMP
The Geometry COMP (Geo COMP) is the fundamental container that places 3D geometry into the scene. It wraps a SOP network (your mesh/points) and adds the properties needed to render it: transform, material, instancing, and render settings.
You can think of the Geo COMP as the “actor” on stage — it holds a mesh (from SOPs) and tells the Render TOP how, where, and how many times to draw it.
Key Pages
Xform (Transform) Page
Controls where the geometry sits in 3D space:
| Parameter | Description |
|---|---|
| Translate (tx, ty, tz) | Position in world space |
| Rotate (rx, ry, rz) | Euler angles in degrees |
| Scale (sx, sy, sz) | Uniform or non-uniform scale |
| Pivot | Point around which rotation and scale is applied |
| Order | Transformation and rotation order — matters for complex rigs |
Render Page
| Parameter | Description |
|---|---|
| Render | On/Off — whether this geometry is picked up by Render TOPs |
| Display | On/Off — whether it shows in viewport previews |
| Material | Path to a MAT operator for the surface shader |
| Shadow Caster / Receiver | Enable shadow casting/receiving |
Instance Page
This is where instancing lives — see Instancing for a full guide.
| Parameter | Description |
|---|---|
| Instancing | Turn ON to duplicate this geometry many times |
| Instance CHOP/DAT | The CHOP or DAT providing per-instance transform data |
| Translate (tx/ty/tz) | Which channels from the Instance CHOP drive position |
| Rotate / Scale | Similarly mapped channel names |
Wiring Geometry In
The Geo COMP takes SOP operators as its input:
Box SOP → [input 0 of Geo COMP]
Alternatively, you can build the SOP network inside the Geo COMP:
- Double-click the Geo COMP to go inside it.
- You’ll find a default
torus1SOP andout1SOP. - Replace the torus with your own geometry. The
out1SOP is what gets displayed.
You can also reference an external SOP without wiring it in, by using a SOP To operator or a CHOP Reference inside the network.
Typical Rendering Setup
Box SOP
└→ Geo COMP
├── Material: op('/project1/phong1') ← MAT reference in the Render page
└── Xform: tx = op('lfo1')['chan1'] ← expression on tx
Camera COMP
Light COMP
Render TOP
└── [auto-discovers Geo COMP, Camera, Light at same level]
└→ Null TOP (OUT_RENDER)
Animating the Transform
You can drive any Xform parameter with a CHOP reference or expression:
- Rotate Y continuously:
absTime.seconds * 30(30°/sec) - From LFO:
op('lfo1')['chan1'] * 5 - CHOP Export: Drag a CHOP channel onto
tyand choose Export
Material Assignment
The Geo COMP does not have its own surface look — you must assign a MAT:
- Go to the Render page of the Geo COMP.
- Set the Material field to the path of your MAT node (e.g.
/project1/phong1). - Alternatively, you can assign materials per primitive inside the SOP network using an
Material SOP.
Common Gotchas
- Nothing renders → check the Render flag is ON, a Material is assigned, and the Camera is pointing at it.
- Geometry is inside-out → flip normals using a Facet SOP (Normals → Reverse).
- Moving the Geo COMP doesn’t move the mesh → make sure you’re editing the Geo COMP’s Xform, not the SOP inside it.
- Instancing shows only one copy → the Instance CHOP must have more than one sample; check the CHOP channel count with the Info popup (
I).
Related Nodes
- (y-) SOP — geometry source
- Render TOP — renders the scene to a texture
- (y-) MAT — surface shaders
- Instancing — duplicating geometry efficiently
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