Rendering Basics
A 3D render in TouchDesigner is the work of four cooperating ops: a Geometry COMP holds the geometry, a Camera COMP is the eye, a Light COMP illuminates, and a Render TOP runs the GPU pass that produces a 2D texture. Everything else (post-process chains, multi-pass setups, instancing, custom shaders) builds on this minimum recipe.
The Minimum Scene
geo1 (Geo COMP) ──┐
contains: sphere1 (SOP) │
Material: phong1 (MAT) │
│
cam1 (Camera COMP) ─────────────┤── render1 (Render TOP) ── output
│
light1 (Light COMP) ────────────┘
Drop a Geo COMP, a Camera COMP, and a Light COMP at the root. Drop a Render TOP. Set the Render TOP’s parameters: Camera = cam1, Geometry = * (all geos in the same parent), Lights = *. Toggle the Render TOP’s viewer; you should see your sphere lit from the default light position.
Each Piece’s Role
| Op | Role |
|---|---|
| Geo COMP | Holds SOPs and a Material assignment. Provides the object-level transform (Translate / Rotate / Scale). |
| Camera COMP | The viewpoint. Defines projection (perspective vs ortho), FOV, near/far clipping. |
| Light COMP | Illuminates. Options for Point / Cone / Distant, with shadow controls. (Ambient Light and Environment Light are separate COMPs.) |
| Render TOP | The actual GPU pass. Takes Camera + Geometry + Lights and writes pixels. |
The Render TOP is the active piece; everything else is referenced by name from its parameters.
Render TOP Key Parameters
A short list of the most-used. Full reference on the Render TOP page.
| Parameter | What it does |
|---|---|
| Camera(s) | “Specifies which Cameras to look through when rendering the scene.” Multiple cameras supported. |
| Geometry | Pattern of Geo COMPs to include. Wildcards work: geo* ^geo7 includes all geo* except geo7. |
| Lights | Pattern of Light COMPs to use. Same wildcard syntax. |
| Render Mode | Standard, Cube Map, Fish-Eye, Dual Paraboloid, UV Unwrap, Cube Map Omnidirectional Stereo |
| Anti-Alias | 1x (off) through 32x; medium/high quality variants at 8x/16x. Higher = more graphics memory. |
| Pixel Format | Same options as any TOP. 8-bit fixed by default; 16/32-bit float for HDR and packed data. |
| Color Output Needed | Disable to skip the copy from offscreen buffer to TOP texture. Save GPU memory in depth-only passes. |
Material Assignment
A SOP doesn’t carry a material; the Geo COMP it’s wrapped in does. Set the Geo COMP’s Material parameter to your MAT’s path (e.g. phong1). Per the wiki: “A default material will be assigned if none is listed.” That default is unlit; objects look chalk-white.
For shaded looks, drop a Phong MAT. For PBR, drop a PBR MAT and an Environment Light COMP. See MAT - Material Operators.
Multi-Pass Rendering
Two patterns:
- Independent Render TOPs. Drop a second Render TOP with a different Camera, different Geometry pattern, or different Lights. Composite the results downstream.
- Render Pass TOP. Per the wiki: “re-uses the off-screen buffer that the Render TOP creates,” enabling a second pass on the same buffer without duplicating GPU memory. Render Pass TOPs chain linearly and only one per source.
Use Render Pass for matched-camera composites (e.g. solid pass + transparent pass, or geo pass + UI overlay pass) where the second pass shares the same projection.
Anti-Aliasing
The Render TOP’s Anti-Alias parameter offers 1x through 32x MSAA, with quality variants at 8x and 16x. The trade is graphics memory and GPU bandwidth: 16x roughly doubles the framebuffer footprint over 4x.
For paths where aliasing is cheaper to fix in screen space (post-blur, FXAA-style filters), 1x render + a small post-blur is sometimes a better trade. Check on the actual GPU before assuming.
POP Render Path
For point clouds and GPU particles, the POP Render TOP is the dedicated render route. It draws POPs directly to a TOP without going through the Camera/Light/Geo pipeline, which is what makes million-point renders viable. See POP - Point Operators.
Common Gotchas
- Black render. Three usual causes: no light in the Lights pattern, the Geo COMP’s Render flag is off (the small
Rflag, not the Display flag), or the camera is sitting inside the geometry looking the wrong way. - Wrong scale. The default Camera is at
(0, 0, 5)looking at the origin. A Sphere SOP at default radius 1 fills most of the frame; a 100-unit grid clips out the back. Adjust either the Camera’s position or the SOP’s scale. - Near/Far clip too tight. Default near 0.1 / far 1000 covers most scenes, but a city-scale scene clips at the back; a microscale scene clips at the front. Check the Camera’s View page.
- Transparent MATs sort wrong. Default Render TOP doesn’t depth-sort transparent primitives. Use a separate Render TOP per transparent group, or a Render Pass with explicit ordering.
- POP Render TOP doesn’t use Camera COMP unchanged. It has its own camera/projection settings. Don’t expect a regular Camera COMP setup to feed both a Render TOP and a POP Render TOP identically.
Related Pages
- Cameras and Lights: full breakdown of the Camera and Light COMPs
- Render TOP: full parameter reference
- Geo COMP: the wrapper for SOPs in a render scene
- MAT - Material Operators: shader options
- Instancing: drawing thousands of copies of one geo
- Feedback Loops: TOP-side feedback patterns
📚 Learning Path · Stage 4 - Rendering & 3D · step 21 of 44
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