SOP - Surface Operators (3D)
SOPs are used for 3D geometry and point data.
Key SOPs
- Sphere/Box/Torus: Basic primitives.
- Grid: A flat plane of points.
- Noise: Deform geometry using 3D noise patterns.
- Copy: Repeat geometry at specific points.
- Attribute Create: Calculate normals or tangents.
- Group: Organize subsets of points or primitives.
Anatomy of a SOP
Understanding how TouchDesigner structures 3D geometry is vital:
- Points: The lowest level. Just XYZ coordinates in space.
- Vertices: A reference to a Point, used to build higher-order shapes. (Multiple vertices can share a single point).
- Primitives: The faces, lines, or polygons constructed by connecting vertices.
Example: A Box SOP has 8 Points (corners). But it has 6 Primitives (faces). Because each face needs 4 corners, the Box actually consists of 24 Vertices mapped back to those 8 logical Points.
How to Use SOPs
SOPs are the traditional way of modeling and manipulating 3D data in TouchDesigner, executed on the CPU.
- Adding a SOP: Open the OP Create Dialog (Tab) and select the SOP family (blue color).
- Creating Geometry: Start with generator SOPs like
Box,Sphere, orTorus. - Modifying Geometry: Pass the generator output into modifier SOPs like
Transformto move it,Noiseto deform point positions, orFacetto compute normals. - Connecting: Drag from the output on the right to an input on the left to pass geometry data.
- Viewing Data: Middle-click any SOP to see how many points, vertices, and primitives it contains. Right-click the node and select “View” to open a separate 3D viewer.
- Rendering Process:
SOPs run on the CPU. To see them rendered on the GPU with textures and lighting:
- Connect your final SOP to a
NullSOP. - Right-click the
NullSOP’s output and select aGeometry COMP(under the COMP tab). - This places your SOP data inside an object that can be rendered using a
Render TOP, along with aCamera COMPand aLight COMP.
- Connect your final SOP to a
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