
Reflection or Mirror Tessellation Use a Collaborative Tessellation for a Research Project There are some videos for making rotational and mirror tessellations on YouTube once your students have mastered the simpler translation tessellation:
TRANSLATION GEOMETRY GIF WINDOWS
Currently on Windows at most 16384 textures can be used at once, and on macOS at most 128 textures can be used at once. For materials that support more than one map, the map that this this feature replaces can be chosen in the material's parameters.

By default this texture will be used as the "Base Color Map" texture for a PBR MAT, and the Color Map for all other materials such as the Phong MAT. This is different from a 3D Texture or 2D Texture Array, which would use the W texture coordinate to select a texture from within a single texture. Multiple TOPs can be specified using the " Instance Textures" parameter, and the texture that is applied per-instance is specified using the channel chosen in the "Texture Index" parameter. The textures do not need to be the same resolution, and they don't need to be combined into an grouped format such as a 3D Texture or a 2D Texture array. This feature allows for arbitrary textures to be applied to instances. If you want to see both the camera and the Null Component, enable the Null Component's display flag, and use the Select state in an additional Viewport by clicking one of the icons in the top-right corner of the TouchDesigner window. You can direct the attention of the camera by moving the Null Component with the Select state. Then Parent the Camera to the newly created Null Component, and tell the camera to look at this Component using the Look At parameter. Tip: To designate a center of interest for the camera that doesn't appear in your scene, create a Null Component and disable its display flag.

The Look At parameter points the Component in question at the other Component's origin. This is useful if, for instance, you want a camera to follow another Component's movements. Once you have designated this Component to look at, it will continue to face that Component, even if you move it. Look At lookat - Allows you to orient your Component by naming the Component you would like it to Look At, or point to.

See Geometry Viewer, Render Flag and Display Flag. To get to the Geometry Component's network, use the roller wheel to zoom into it, or hit Enter or 'i' after selecting a Geometry Component. This is assigned in the Material parameter of the Geometry component, or with a Material SOP. Some SOPs, like the Texture SOP determine how texture images wrap and fit on the surface.Įvery Geometry component needs a Material ( MAT) operator to apply to the surface. See Geometry Viewer to learn about how you can inspect the SOPs that are turned on for display. NOTE: Most often users turn on/off the Render and Display flags together so they are always in the same state.
