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Reorder T3D

Summary

The Reorder T3D assembles its output channel by channel, as the Reorder TOP does: each of R, G, B and A takes any channel of any of its four inputs, a combination of them (luminance, average, maximum), or a constant 0 or 1. It swaps channels, packs several masks into one volume, or moves a density into alpha.

Parameters - Reorder Page

Input Red Outputred ⊞ - The input the output's red channel comes from. Menu · default Input 1

  • Input 1 input1
  • Input 2 input2
  • Input 3 input3
  • Input 4 input4

Output Red Outputred2 ⊞ - What of that input becomes red: a channel, luminance, an average or maximum, or the constants 0 and 1. Menu · default Red

Input Green Outputgreen ⊞ - The input the output's green channel comes from. Menu · default Input 1

  • Input 1 input1
  • Input 2 input2
  • Input 3 input3
  • Input 4 input4

Output Green Outputgreen2 ⊞ - What of that input becomes green. Menu · default Green

Input Blue Outputblue ⊞ - The input the output's blue channel comes from. Menu · default Input 1

  • Input 1 input1
  • Input 2 input2
  • Input 3 input3
  • Input 4 input4

Output Blue Outputblue2 ⊞ - What of that input becomes blue. Menu · default Blue

Input Alpha Outputalpha ⊞ - The input the output's alpha comes from. Menu · default Input 1

  • Input 1 input1
  • Input 2 input2
  • Input 3 input3
  • Input 4 input4

Output Alpha Outputalpha2 ⊞ - What of that input becomes alpha. Menu · default Alpha

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. Menu · default Use Input

  • 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. Int × 3 · default 64 · min 1

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. Menu · default Interpolate Pixels

  • 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. Int · default 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. Menu · default Use Input

Bypass Bypass - Passes the first input through unchanged and skips the operator's work. With nothing connected the output is a single black voxel. Toggle · default Off

Version Version - T3D version of this operator. Read-only information; include it when reporting a problem. Str

Operator Inputs

  • Input 0: Input 1 T3D_in1 - The first source of channels; sets the output resolution.
  • Input 1: Input 2 T3D_in2 - Optional second source.
  • Input 2: Input 3 T3D_in3 - Optional third source.
  • Input 3: Input 4 T3D_in4 - Optional fourth source.

Operator Outputs

  • Output 0: Output T3D_output - The reordered channels.

Performance

GPU time when the operator recooks: 0.017 ms at 64³, 0.028 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.