Remap T3D¶
Summary¶
The Remap T3D is the Remap TOP in three dimensions: at every voxel it reads a position from the second input's channels and samples the first input there. A position volume offset by noise warps the source; one built from any function of position rearranges it arbitrarily. Horizontal, Vertical and Depth Source choose the channels that hold X, Y and Z, and None keeps the voxel's own coordinate on that axis.
Positions are 0–1 across each axis. Where the map points outside, Extend decides what the source returns. Unlike
displace, which adds an offset, Remap takes absolute positions.
Parameters - Remap Page¶
Resolution Source Ressource ⊞ - Which input sets the output resolution.
- Source Image
input0 - UVW Image
input1
Horizontal Source Horzsource ⊞ - The map channel that gives the X coordinate. None keeps the voxel's own X.
- Red
red - Green
green - Blue
blue - Alpha
alpha - None
none
Vertical Source Vertsource ⊞ - The map channel that gives the Y coordinate. None keeps the voxel's own Y.
- Red
red - Green
green - Blue
blue - Alpha
alpha - None
none
Depth Source Depthsource ⊞ - The map channel that gives the Z coordinate. None keeps the voxel's own Z.
- Red
red - Green
green - Blue
blue - Alpha
alpha - None
none
Flip Horizontal Direction Fliphorz - Uses 1 − X, mirroring the result along X.
Flip Vertical Direction Flipvert - Uses 1 − Y, mirroring the result along Y.
Flip Depth Direction Flipdepth - Uses 1 − Z, mirroring the result along Z.
Extend Extend ⊞ - What the source returns where the map points outside 0–1.
- Hold
hold - Zero
zero - Repeat
repeat - Mirror
mirror
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 - Runs the operation this many times, each pass taking the previous pass's result in place of the first input. Cost scales linearly with the number of passes.
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: Source
T3D_in1- The volume that is sampled. - Input 1: UVW Map
T3D_in2- At each voxel, the position to sample the source at, as 0–1 coordinates in the channels chosen by Horizontal, Vertical and Depth Source. A map holding its own position leaves the source unchanged.
Operator Outputs¶
- Output 0: Output
T3D_output- The source, sampled at the map's positions.
Performance¶
GPU time when the operator recooks: 0.017 ms at 64³, 0.027 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.