Render TOP
The Render TOP is what converts your 3D scene — geometry, lights, cameras, and materials — into a 2D image you can display, process, or output. It is the bridge between the 3D (SOP/COMP) world and the 2D (TOP) world.
Key Parameters
Render Page
| Parameter | Description |
|---|---|
| Camera | Path to the Camera COMP that defines the viewpoint |
| Geometry | Comma-separated list of Geometry COMPs to render. Leave blank to auto-discover all visible Geo COMPs in the same level |
| Lights | Path(s) to Light COMPs. Leave blank for auto-discovery |
| Background Color | RGBA colour of the area behind all geometry |
| Clear Options | What to clear before each frame: colour, depth, both, or neither |
Common Page
| Parameter | Description |
|---|---|
| Resolution | Output texture size (e.g. 1920×1080) |
| Pixel Format | Bit depth: 8-bit fixed for standard use; 32-bit float for HDR and compositing |
Minimal 3D Scene Setup
The fastest way to get a rendered scene is:
Box SOP → Geo COMP
Camera COMP
Light COMP
Render TOP ← set Camera to the Camera COMP
→ Null TOP (OUT_RENDER)
- Create a
Geo COMPand connect your geometry SOP into its first input. - Add a
Camera COMPand aLight COMPat the same network level as the Geo COMP. - Add a
Render TOP. It will auto-discover the Camera and Lights if they are at the same level. - Hit play — you’ll see the geometry rendered.
Multiple Geometry Objects
To render several objects, either:
- List them explicitly in the Geometry parameter:
/project1/geo1, /project1/geo2 - Or put all geometry inside a Container COMP and reference that level — the Render TOP discovers everything inside it.
Post-Processing the Image
Because the Render TOP outputs a standard TOP, you can chain any TOP after it:
Render TOP → Level TOP (adjust brightness/contrast)
→ Blur TOP
→ Composite TOP (overlay UI elements)
→ Out TOP
Multiple Render Passes
For effects that require separation (e.g. rendering geometry and particles separately to composite them):
- Use two Render TOPs, one per layer.
- Control which geometry each renders by setting the Geometry parameter explicitly.
- Use a Composite TOP or Over TOP to combine them.
Pixel Format Tips
8-bit fixed (RGBA)— standard, fast, enough for most work16-bit float (RGBA)— better for compositing with transparency32-bit float (RGBA)— full HDR; needed for GLSL shaders that output values outside 0–1
Common Gotchas
- Black output → check that the Camera COMP path is correct and that geometry is inside the camera’s frustum.
- Geometry not appearing → make sure the Geo COMP’s visible flag (eye icon) is on, and its material is assigned.
- Render is slow → reduce resolution, reduce polygon count upstream in SOPs, or use instancing instead of duplicating geometry.
- Alpha is not transparent → set the Background Color alpha to 0 and use a pixel format with alpha (
RGBA). - The Render TOP does not need to be connected to the Camera COMP or Geo COMP with wires — it references them by name/path.
Related Nodes
- (y-) Geo COMP — holds the 3D geometry
- (y-) SOP — geometry source
- (y-) MAT — shaders applied to geometry
- Rendering Basics — full rendering workflow walkthrough
(y-) Next Chapter: Rendering & Output
(y) Return to TOPs | (y) Return to The Operators | (y) Return to TouchDesigner | (y) Return to Home