Analyze T3D¶
Summary¶
The Analyze T3D reduces a whole volume to a single RGBA value with the Analyze TOP's operations: the average, the voxel with the smallest or largest value of Analyze Channel, the per-channel minimum or maximum, the count of non-zero voxels, or the sum. The volume is laid out as a 2D atlas of its slices and analysed by an Analyze TOP.
The result comes out twice: as a one-voxel 3D texture on the first output, and as a 1 × 1 2D texture on the second, ready for a TOP to CHOP. Sums grow with the voxel count (64³ is 262 144 voxels): keep a float Pixel Format.
Parameters - Analyze Page¶
Operation Op ⊞ - The statistic over all voxels, as TouchDesigner's Analyze TOP: the average, the voxel with the smallest or largest Analyze Channel value, the per-channel minimum or maximum, the count of non-zero voxels, or the sum.
Analyze Channel Analyzechannel ⊞ - The value that picks the minimum or maximum voxel.
Exclude NaNs Excludenans - Leaves out voxels that hold NaN (not a number), which would otherwise make the result NaN.
Mask Mask ⊞ - Counts only voxels where the chosen channel is non-zero, or masks each channel by itself (RGBA Independent).
- None
none - Red
red - Green
green - Blue
blue - Alpha
alpha - RGBA Independent
independent
Parameters - Common Page¶
Output Resolution Outputresolution ⊞ - Where the output's width, height and depth come from. With nothing connected to the first input the operator always uses Resolution, whichever option is set.
- Use Input
useinput- The first input's width, height and depth. - Custom
custom- The Resolution parameter.
Resolution Resolution1 Resolution2 Resolution3 ⊞ - Width, height and depth of the output in voxels. Used when Output Resolution is Custom, or when the first input is not connected. Memory is width × height × depth × bytes per voxel of the Pixel Format: 256³ at 16-bit float RGBA is 128 MiB.
Input Smoothness Inputfiltertype ⊞ - Filtering of the internal GLSL TOPs' input samplers, as TouchDesigner's Input Smoothness. Inputs are read at normalised coordinates, so this matters whenever the input and output resolutions differ or an input is transformed. Nearest Pixel returns voxels unblended; Interpolate Pixels is trilinear.
- Nearest Pixel
nearest - Interpolate Pixels
linear - Mipmap Pixels
mipmap
Passes Npasses - Has no effect on this operator: its shaders are compute shaders, which read the connected input on every pass, so extra passes repeat identical work. Leave it at 1.
Pixel Format Format ⊞ - Pixel format of the output. Use Input takes the first input's format. With nothing connected, Use Input resolves to 8-bit fixed (RGBA), which clamps values to 0–1 and quantises them to 1/255: set a float format for signed distances, densities above 1, velocities or anything else outside 0–1.
Bypass Bypass - Passes the first input through unchanged and skips the operator's work. With nothing connected the output is a single black voxel.
Version Version - T3D version of this operator. Read-only information; include it when reporting a problem.
Copyright Copyright - Author and licence information. Read-only.
Operator Inputs¶
- Input 0: Input
T3D_in1- The volume to analyse.
Operator Outputs¶
- Output 0: Result (3D)
T3D_output- The result as a single voxel, for T3D networks (lookup,maththrough a composite, and so on). - Output 1: Result (2D)
2D_output- The same result as a 1 × 1 2D texture, for TOP networks or a TOP to CHOP.
Performance¶
GPU time when the operator recooks: 0.050 ms at 64³, 0.055 ms at 128³, all of its passes summed (GeForce RTX 4090, TouchDesigner 2025.33230). An operator whose inputs and parameters are unchanged does not recook and costs nothing.