Every update to POPX.
Full release notes for every version - new operators, fixes, and breaking changes.
- [01] NEW (2)
- → General - Ramps: Phase, Period, Extend Left and Extend Right on the ramp controls place the ramp like a Ramp TOP (Hold, Zero, Repeat or Mirror outside 0 - 1), and can be animated
- → Remesh, Clip, Particle Source, Circle Pack, Planar Patch - Copy Topology Info Back to CPU toggle (off by default, like the Delete POP): copies the real point count and topology back to the CPU so the operators after it allocate only the real size
[02] IMPROVED (3)- → General - The Float and Color ramp editors in every operator are now drawn natively in TouchDesigner instead of a Web Render: nothing cooks while idle, TouchDesigner menus, faster output sampling
- → General - Every ramp now outputs 1024 samples (was up to 32768): lighter, inside the TouchDesigner Non-Commercial texture limit, and an animated Phase costs a fraction of a millisecond per frame
- → Sweep, Instancer, Orient Curve, Move Along Curve, Move Along Mesh, Randomize - Ramps are read with interpolation between samples (smoother twist, scale and color)
[03] PERF (2)- → Nexus, Cloth, Hair - The solver input is compacted to its real point count, so an input whose count stays on the GPU (a Remesh, or a Delete or Topology POP without CPU readback) no longer makes every solver pass copy its whole allocation (Nexus on a remeshed mesh: about 24 ms to 5.5 ms per frame)
- → Voxelize - No longer cooks every frame when its input is not changing (it still follows the timeline while Compute Velocity is on)
[04] FIXED (6)- → Aura - TouchDesigner no longer crashes when a Trail, DLA, DLG or any line or line strip POP is wired into a POPX Geometry while the Aura is running (Aura engine 1.5.0.575)
- → Aura - Viewport on TouchDesigner Non-Commercial: the UI, the render and the output now stay inside the 1280 x 1280 TOP limit (the UI resolution lowers on large panes, the output keeps its aspect)
- → Aura - No textport error when an Aura is deleted while its viewport is running
- → Aura - Removed the Common page: Free Extra GPU Memory had no effect on the Aura
- → Constraints - The Stretch Stiffness and Rest attributes now also apply to Pressure, Shape Match and Triangle Stretch constraints (they had no effect on them)
- → Constraint Property - The maps now reach the pressure and shape match headers (read at the anchor point of each piece), so a map can set the inflate (Rest Length Scale), stiffness, damping and plastic values of a pressure or shape match piece
- [01] NEW (49)
- → General - 38 new operators: POPX now ships 99 operators in six groups (Generators, Falloffs, Modifiers, Tools, Fields, Simulations)
- → General - New Fields group for POPX fields: grid POPs carrying Dist, Weight, Color, Velocity and Gradient, shared by Field, Voxelize, the Heightfield operators, Field Falloff, Flow and FLIP
- → Circle Pack - New generator that packs circles (Disc, Rectangle) or spheres (Sphere, Box, Input Volume) biggest first, down to Min Radius, as points, outlines or surfaces
- → Greeble - New generator that recursively cuts, insets and extrudes the faces of a mesh into panel detail, with falloff-driven cut depth and height
- → Knot - New generator for torus, trefoil, figure-eight, Lissajous and spherical knots as a curve, a tube surface or framed points for instancing
- → Particle Source - New generator that fills a closed mesh with grain or fluid particles (radius, mass, type and material multipliers per point) for the Nexus solver
- → Typography - New generator that builds text with the Text POP and packs it per character, word, line or all text as POPX Geometry
- → Field Falloff - New falloff that samples a POPX field (Dist or Weight) at each point with trilinear interpolation, with Surface Offset
- → Waveform Falloff - New falloff that runs a sine, square, triangle or sawtooth wave along an attribute, the point index, the distance to a center or an axis, with time animation and fades
- → Force - New modifier that sums Radial, Directional, Vortex, Tornado, Planar, Line, Turbulence (curl noise), Drag and Spring forces into PartForce, with distance and POPX falloff and per-point forces from a Specification POP
- → Stepper - New modifier that quantizes packed point position, rotation, scale and a float attribute per axis (Floor, Round, Ceiling or Compare), blended by falloff
- → Aura - New Aura Render Engine (Windows, NVIDIA RTX): real-time ray tracing of POPX Geo, Light and Material operators to a TOP, built on NVIDIA OptiX and DLSS, replacing the Path Tracer
- → Aura - Two render modes: Path Tracing (random light paths, one physically based transport for lights, materials, volumes and bounce light) and Hybrid (every pixel lit directly, one ray per effect, clean and deterministic from the first frame)
- → Aura - Denoise for Path Tracing (DLSS Ray Reconstruction, Temporal or Refine) and Antialiasing for Hybrid (Off, FXAA, DLSS, Temporal or Refine); Refine adds Samples Per Frame each frame for stills and video, with Limit Frames, Max Frames and Reset Refine, and traces full light paths in Path Tracing
- → Aura - Bounce lighting Off, Probes (light probes on the surfaces the camera sees, with Bounce Count and Probe Spacing) or Raytraced (bounce rays per pixel, further bounces from a radiance cache); Show Bounces draws the probes or cache cells on the scene
- → Aura - Ray-traced or shadow-map shadows per light type, Reflections Raytraced, Hybrid or Cached, refractions with dispersion and absorption, emissive materials, ambient occlusion and volumetric scattering from every light
- → Aura - Camera page with depth of field, motion blur, tone mapping and auto exposure
- → Aura - Render passes (albedo, normal, depth, motion, diffuse, specular) each on its own TOP output, POPX_out2 to POPX_out7, cropped to the rendered image
- → Aura - Viewport mode: toolbar, mouse camera navigation, object selection and transform gizmos, grid, light and camera icons and a parameter panel drawn over the live render
- → Clip - New tool that cuts plain POP geometry by a list of planes or along the iso-contour of an attribute, with exact, watertight cut edges
- → Constraints Merge - New tool that merges several simulated objects and their constraints into one stream for a Nexus solver
- → OSM - New opacity shadow map tool that lights particle clouds from the lights of a Render TOP, with self-shadowing, colored transmission and scattering
- → Point Deform - New tool that deforms a full-resolution mesh by a rest and a deformed lattice, so a low-poly simulated lattice (from Remesh, Cloth or Nexus) drives the detailed model
- → Remesh - New tool that rebuilds any triangle or quad mesh into evenly sized triangles (Uniform or curvature-Adaptive sizing), keeping boundaries, hard edges and UV seams and carrying every attribute over
- → Field - New operator that builds a POPX field from analytic signed distance shapes (sphere, box, torus, tube, capsule, plane, parabola, line), combined with union, intersection and difference
- → Combine Field - New operator that merges two POPX fields of any resolution with hard or smooth union, intersection and difference
- → Field Measure - New operator that completes an occupancy grid (a solver density or a TOP to POP image) into a POPX field with Dist, Gradient and Velocity, at full, half, quarter or eighth resolution
- → Field Render - New operator that renders a POPX field as a lit, shadowed volume or as a polygon surface mesh
- → Field Scatter - New operator that scatters points in a POPX field with a density set by its Weight
- → Heightfield - New height field toolkit: Heightfield starts the chain (Height, normals, optional Slope, Gradient and Curvature layers), sized in world units
- → Heightfield Noise - New operator with 14 noise types and fractal modes, written to Height or any layer
- → Heightfield Erode - New hydraulic and thermal erosion, per cook or simulated over time, with Water, Sediment, Debris and Flow layers
- → Heightfield Slump - New operator that collapses slopes steeper than the Repose Angle into talus, preserving total height
- → Heightfield Terrace - New operator that quantizes a layer into steps, with Mesa and Cliff falloff layers
- → Heightfield Distort - New operator that pushes a layer sideways along a curl or simplex noise flow
- → Heightfield Blur - New Blur, Box Blur, Expand, Shrink and Sharpen filters with a world-space radius
- → Heightfield Falloff - New operator that selects areas by height, slope, curvature and direction as a falloff layer
- → Heightfield Layer - New operator that composites two height fields of any resolution and extent
- → Heightfield Project - New operator that stamps geometry into a height field along the up axis, without ray tracing
- → Heightfield Measure, Heightfield Remap, Heightfield Rescale - New operators for slope, gradient and curvature layers, range remapping and resampling to a new resolution
- → Nexus - New general constraint solver (replaces Soft Body): stretch, bend, struts, glue, pins, attachments, pressure, shape matching and hair rods solved together with grain and fluid particles from Particle Source
- → Nexus - Adaptive substeps, self collision, ground, bounding box, mesh and field colliders, wind, drag, friction and an interactive grabber
- → Cloth - New cloth solver that builds its own stretch, bend and pressure constraints from the input mesh, with pins, grabber, self collision and colliders
- → Hair - New strand solver: each strand is a rod that keeps its rest length, bend and twist, with roots pinned to an animated scalp
- → Flesh - New Neo-Hookean solid solver on a tetrahedral cage fitted to the surface of each body (whole cubes with Snap To Surface off), skinning the original mesh
- → Rigid - New rigid body solver for packed POPX Geometry: fitted collision shapes (convex hull, box, ellipsoid, sphere, capsule), mass and friction per instance, sleeping, a projectile Shooter (Fetch Projectiles gives the shots as P, Rotate and PointScale to instance your own geometry), and Ignore Initial Overlaps for pre-fractured pieces (Explode)
- → FLIP - New FLIP / APIC liquid solver with viscosity, vorticity and surface tension, white water, a meshed surface and the solved grid as a POPX field
- → SPH - New SPH fluid solver with viscosity, ground, bounding box and field walls, and mesh boundaries
- → All Simulations - Shared feedback loop: Initialize, Start and Play, with a Target Feedback Loop POP to add forces downstream
[02] IMPROVED (36)- → General - Parameter help rewritten for every operator in TouchDesigner’s own style
- → General - Inputs and outputs are labeled on every operator
- → General - Attribute menus no longer list internal attributes
- → General - POPX field (SDF) colliders with Keep Inside on Nexus, DLG and Relax
- → Aim - Aim Along Attribute and Up Along Attribute: each point aims along its own vector attribute, such as PartVel so particles face their motion, with N or any attribute as the up
- → Flow - Rebuilt as a sparse smoke and fire solver: Voxel Size, Max Active Voxels with budget and GPU memory readouts, Solver Quality presets and adaptive substeps
- → Flow - New Smoke & Fire page (fuel, ignition, burn rate, heat and smoke release, soot), wind and turbulence forces, and field inputs for emission, bounds, collision and forces
- → Flow - Outputs a POPX field; new Render page with volume rendering, opacity shadow map particle lighting and fire light; particles with birth rate, life from density and trails
- → Voxelize - Outputs a POPX field (Weight, Color, Dist, Gradient, Velocity) with GPU auto bounds and optional 3D texture outputs
- → Field Fill - Fills a POPX field, scatters seeds from its density and samples the result onto any geometry through a Lookup input
- → Physarum - Trail map is now a POPX field with Simulation Size and Center, new Sense, Move, Field and Collisions pages
- → Geometry - Aura render settings (visibility, shadows, reflections, field surface or volume); texture maps come from the POPX Material
- → Light - Rebuilt for Aura: Point, Spot, Area, Environment, Directional and Ambient types, beam angle, shadows and softness, scattering intensity, visibility and affected / excluded geometry
- → Material - Volume shading for smoke and fire: scattering, absorption, anisotropy, multiple scattering and a fire ramp
- → Material - Maps page: one or several TOPs per map with an index attribute for TouchDesigner instancing, and Per POPX Instance Maps with one POPX Maps block per instance
- → SSFR - Anisotropic particle surfaces, position smoothing, thickness controls and a new Material page with refraction of a background TOP
- → Constraints - New constraint types: Hair, Shape Match, Weld Points, Stitch Points and Triangle Stretch, plus Rebuild Constraints / Auto Rebuild and per-constraint stiffness and rest attributes
- → Constraint Property - Breaking thresholds and a Map page that maps attributes onto constraint properties
- → Nexus Postprocess - Apply Weld, stitch guides, Broken Constraints property and an Output Attributes page
- → Filter - New Lag page (lag, overshoot, slope and acceleration clamps, snap, freeze), Triangle filter type, filter width units and Fill Missed Frames
- → Explode - Voronoi Fracture with Cell Size and Fuse Pieces; the pieces keep the source normals, colors and UVs
- → Delete - Bounding Surfaces and Bounding Outlines from a new second input, plus Entity and Line Strip Behavior
- → DLA - New Geometry input with scatter methods, Stick Probability, a walker life cycle, and seeds that follow the Seed input live while the simulation runs
- → DLG - Growth Weight and Growth by Curvature
- → Advect - Field as advection source, Weighted Average lookup and time integration with drag and velocity damping
- → Noise Modifier - Advect solver mode, per-channel falloff toggles and Positive Only
- → Strange Attractors - Coefficients, Center, Scale and Rate exposed, Substeps and Respawn
- → Shortest Path - Solve Mode (Until Converged or Single Pass) and Sweeps per Cook
- → Instancer - All distributions rebuilt; Honeycomb now produces a correct hexagonal lattice; Render Primitives toggle; Point Attribute indexing reads the template index exactly (nearest template point when scattering on a mesh)
- → Move Along Curve, Orient Curve, Sweep - Seed Orientation and Up Vector for the curve frame
- → Curve Falloff, Object Falloff - Max Candidates and Search Radius
- → Paint Falloff - Depth Range and Paint Through
- → Magnetize - Max Magnets per Point
- → Unpack - Keep popxId toggle
- → POPX to - Strip POPX Attributes toggle
- → Randomize - Step parameter
[03] PERF (3)- → DLA - Walk-on-spheres random walk: same growth with the defaults, up to 3.5x faster pure Brownian growth
- → General - POPX no longer reads the output of each operator every frame: simulations cook once per frame instead of twice every other frame, with lower CPU
- → Nexus, Constraint Property - Adding or renaming an input attribute no longer recompiles the shaders (no freeze), and Constraint Property cooks faster with an animated map
[04] FIXED (10)- → Advect - With Time Integration, PartVel and PartForce are weighted by the falloff
- → Magnetize - Output Weight Attribute is weighted by the falloff
- → Relax - Output Force Attribute (RelaxForce) is weighted by the falloff
- → Filter - The falloff was applied twice to the filter; it is now applied once
- → Heightfield Slump - Invert Falloff and Falloff Strength now take effect
- → Heightfield Project - Coverage Layer is weighted by the falloff
- → Spring Modifier - Points outside the Group now follow the input
- → Noise Modifier - Output Noise Attribute is now weighted by the falloff when Do Falloff is on
- → Randomize - Fixed typo in Falloff Attribute (previously "Fallof")
- → Orient Mesh - Fixed typo in Kernel Radius (previously "Kernal")
[05] RENAMED (18)- → Nexus - Renamed Soft Body -> Nexus
- → Nexus Postprocess - Renamed SBPP -> Nexus Postprocess
- → Strange Attractors - Renamed SA -> Strange Attractors
- → Aura - Renamed Path Tracer -> Aura (Aura Render Engine)
- → Field Fill - Renamed Mesh Fill -> Field Fill
- → Voxelize - Group Tools -> Fields
- → Preview Falloff - Group Falloffs -> Tools
- → All Simulations - Target Points / Geometry / Line / Particles Update POP -> Target Feedback Loop POP
- → Constraints, Constraint Property, Nexus, Nexus Postprocess - Collision Geometry input / output -> Target Geometry
- → Constraints - Group Type -> Target Group Type, Target Geometry Group -> Target Group, Target Geometry Path -> Target Path, Minimum / Maximum Distance -> Min / Max Search Distance
- → Explode - Number of Clusters/Cells to Allocate -> Number of Clusters/Cells, Voronoi -> Voronoi Fracture
- → Flow - Diffusion Iterations -> Viscosity Iterations, Substance Color Dissipation -> Color Dissipation, Density Resolution Scale -> Density Scale
- → Light - Light Color -> Color, Distance-Attenuated -> Attenuated
- → Geometry - Instances -> POPX Instances
- → Physarum - Decay Rate -> Decay
- → Move Along Mesh - Seed -> Scatter Seed, Speed Seed, Life Seed
- → Noise Modifier - Rotation Mode Additive / Directional -> Euler / Aim Along Motion, Mode -> Solver Mode
- → Strange Attractors - Custom SA -> Custom Attractor DAT, Generate Script DAT -> Generate Custom DAT, Chen -> Chen-Lee
[06] BREAKING (15)- → General - POPX Geometry packed points now carry a 4x4 Transform with Scale, Pivot, Rest and RestBounds; the 1.4 FullTransform, 3x3 Transform, PointScale and PackedBounds attributes are gone - update networks that read them directly
- → Particle - Removed - use SPH or FLIP for fluids, or Nexus with Particle Source for grains and mixed materials
- → Path Tracer - Replaced by Aura - the Denoiser page, SVGF settings and Volumetric light type are removed (scattering now comes from every light)
- → DLG, Relax, Nexus - Collision Type reduced to None, POP (hardware ray tracing) and Field (SDF) - Box, Plane, Sphere, Torus, 3D / 2D SDF and T3D / T2D colliders removed, build them with Field instead
- → Flow - Injection, Source, External Force, Optical Flow, Obstacle and Bounds TOP inputs replaced by Emission, Bounds, Collision and Force field inputs; outputs are now Field, Particles Out, Particle Trails and Scene Composite
- → Voxelize - Volume, Surface, SDF and Hit Attributes outputs replaced by one Field output
- → Field Fill - Mesh and volume inputs replaced by a field input; outputs are now Field, Trails and Lookup Output
- → Physarum - Constraint Volume input and page removed (use Collisions); the trail output is now a field
- → Material - Sheen removed (Sheen Level, Sheen Tint and the Sheen Map)
- → Filter - Left Half Gaussian, Left Half Box and De-spike filter types removed, as are Initialize, Start and Play
- → Move Along Curve, Orient Curve, Sweep - Closed Curve and Custom First Tangent removed (replaced by Seed Orientation and Up Vector)
- → Constraints - Lock Input, Reload and Save / Load Geometry removed
- → Apply Attributes - Create popxId Attribute if Missing, Output Orient Attribute and Output Scale Attribute removed
- → Extract Attributes - Extract Pivot removed
- → General - Manual allocation, hash bucket and relax parameters removed from Convert, Measure, Move Along Mesh, Shortest Path, Subdivider and Planar Patch
- [01] NEW (4)
- → Filter - New modifier for temporal smoothing of per-instance position, rotation, scale, and custom float attributes
- → Filter - Supports six filter algorithms: Gaussian, Left Half Gaussian, Box, Left Half Box, De-Spike, and One Euro
- → Filter - One Euro filter adapts smoothing in real time based on signal velocity - smooths when still, passes motion when fast
- → Filter - Falloff-based attenuation lets a float attribute control per-instance filter intensity
[02] IMPROVED (9)- → General - New custom ramp tool with dedicated UI for both float ramps and color ramps, replacing the TouchDesigner built-in ramp TOP UI parameters
- → General - All operators using ramp parameters now share a consistent ramp editor experience for falloff visualization, color gradients, and animation curves
- → General - Operators now using the new custom ramp tool: Sweep, Move Along Curve, Move Along Mesh, Orient Curve, Color Modifier, Randomize, Spring Modifier, Measure, Preview Falloff, and all Falloffs
- → Light - Added Diffuse Contribution and Specular Contribution parameters for fine-grained control over light shading
- → Path Tracer - Added Enable Microfacet Refraction toggle for microfacet-based refraction on rough transmissive materials
- → Path Tracer - Added NVIDIA DLSS denoiser support with quality presets (Ultra Performance, Performance, Balanced, Quality, DLAA)
- → Path Tracer - Added OptiX-specific Normal/Depth/Albedo Reject thresholds and Re-Init pulse for fine-grained denoiser control
- → Move Along Mesh - Added Distribution menu (Default/Unique/Closest) and Num Hash Buckets parameters for point relax neighbor lookups
- → Soft Body, Relax, DLG - Improved collision detection accuracy
[04] FIXED (1)- → Material - Fixed typo in Emission Color and Emission Map parameter names (previously "Emssion")
[05] RENAMED (12)- → All Falloffs - Renamed Remap page parameters: Enable Remap Ramp → Enable Ramp Remap, Open Remap Ramp → Open Ramp Editor, Reset Remap Ramp → Reset Ramp, Remap TOP → Custom Ramp TOP
- → All Falloffs - Renamed Open Custom Ramp → Open Custom Ramp Editor (custom falloff visualization)
- → Sweep - Renamed parameters: Twist TOP → Custom Twist TOP, Scale TOP → Custom Scale TOP, Color TOP → Custom Color TOP, Open Twist/Scale/Color Ramp → Open Twist/Scale/Color Ramp Editor
- → Move Along Mesh - Renamed Scale TOP → Custom Scale TOP and Open Scale Ramp → Open Scale Ramp Editor
- → Move Along Curve - Renamed parameters: Offset TOP → Custom Offset TOP, Orient TOP → Custom Orient TOP, Twist Curve TOP → Custom Twist Curve TOP, Twist TOP → Custom Twist TOP, Scale TOP → Custom Scale TOP, Acceleration TOP → Custom Acceleration TOP, all Open … Ramp → Open … Ramp Editor
- → Orient Curve - Renamed Twist TOP → Custom Twist TOP and Open Twist Ramp → Open Twist Ramp Editor
- → Color Modifier - Renamed parameters: Open Ramp → Open Color Ramp Editor, Reset Ramp → Reset Color Ramp, Ramp TOP → Custom Color TOP
- → Randomize - Renamed General page → Randomize
- → Randomize - Renamed parameters: Open Color Ramp → Open Color Ramp Editor, Color TOP → Custom Color TOP
- → Spring Modifier - Renamed Open Custum Ramp → Open Custom Ramp Editor
- → Measure - Renamed Open Custom Ramp → Open Custom Ramp Editor
- → Preview Falloff - Renamed Open Custom Ramp → Open Custom Ramp Editor
[06] BREAKING (3)- → Sweep - Removed Twist per Curve, Scale per Curve, and Color per Curve parameters - per-curve mapping is now automatic from the custom ramp or TOP, with each row of the texture corresponding to one curve
- → Move Along Curve - Removed Twist per Curve parameter - per-curve mapping is now automatic from the custom ramp or TOP
- → Orient Curve - Removed Twist per Curve parameter - twist now automatically maps per-curve from the custom ramp or TOP
- [01] NEW (22)
- → Planar Patch - New generator that creates planar triangulated meshes from various shapes
- → Planar Patch - Supports Rectangle, Circle, Trapezoid, and Ring shapes
- → Planar Patch - Configurable edge length and relaxation iterations for mesh quality
- → Planar Patch - Shape-specific controls including round corners, taper, skew, inner size, and arc angles
- → Shortest Path - New simulation that computes optimal paths between start and end point groups on geometry
- → Shortest Path - Supports neighbor connectivity by spatial distance or mesh connectivity with optional cost attribute weighting
- → Shortest Path - Visualization tools for paths, start/end points, and cost attributes
- → Paint Falloff - New falloff for interactively painting falloff values directly onto POPX or POP Geometry in the viewport
- → Paint Falloff - Configurable brush size with paint, erase, and erase all actions via keyboard shortcuts
- → Paint Falloff - Transition range and alignment controls for smooth edges between painted regions
- → DLA - Added new DLA Structure (Lines) output showing the structure connected by lines
- → Light - Added Environment Light type for image-based lighting with HDR environment maps
- → Explode - Added Voronoi option to Partition Method menu
- → Explode - Added Max Points to Allocate and Max Triangles to Allocate parameters for Voronoi mode
- → Explode - Added Num Hash Buckets parameter for spatial neighbor lookups
- → Orient Curve - Added Closed Curve parameter
- → Sweep - Added Closed Curve parameter to Orient Curve page
- → Sweep - Added Unique Points parameter to Surface page
- → Sweep - Added Per Line Strip option to Skin menu
- → Material - Added Vertex attribute class option
- → Material - Added new Maps page with texture map inputs for all material properties
- → Material - Added Clearcoat Tint, Thickness, Absorption Color, and Emission Level parameters
[02] IMPROVED (8)- → Instancer - Consolidated individual distribution settings buttons into a single Open Settings button
- → Path Tracer (Windows only) - Added Realtime and Offline render modes with progressive sample refinement
- → Path Tracer (Windows only) - Added dedicated Denoiser page with Custom SVGF and NVIDIA OptiX denoiser options
- → Path Tracer (Windows only) - Added motion blur, firefly clamping, and render emissives controls
- → Path Tracer (Windows only) - All lighting, environment maps, and direct lights are now controlled via POPX Light
- → DLA - Added display toggles, attach strength, max neighbors, internal noise, and random walkers update POP parameters
- → Light - Added Environment Map Rotate parameter for rotating the environment map
- → Light - Lights are referenced via the Render TOP’s Lights parameter; toggle the Render Flag to visualize light geometry or render environment as background
[03] PERF (2)- → DLA - Improved solver stability and performance
- → General stability and performance improvements across all POPX operators
[04] FIXED (1)- → Bug fixes and maintenance updates
[05] RENAMED (4)- → Light - Renamed Texture Map → Texture/Environment Map
- → Explode - Renamed Number of Clusters to Allocate → Number of Clusters/Cells to Allocate
- → Explode - Renamed Clusters Seed → Clusters/Cells Seed
- → Material - Renamed parameters: Specular → Specular Level, Specular Color → Specular Tint, Sheen → Sheen Level, Sheen Color → Sheen Tint, Clearcoat → Clearcoat Level, Clearcoat Gloss → Clearcoat Roughness, Anisotropic → Anisotropic Level, Anisotropic Rotation → Anisotropic Angle
[06] BREAKING (4)- → Path Tracer - Removed Voxel Tracer - volumetric rendering did not fit the realtime approach and is under development for future integration
- → Path Tracer - Removed built-in Material and Lights pages - connect POPX Material before the Path Tracer to assign materials, lighting is handled via POPX Light
- → DLA - Removed built-in mesh and volume outputs - use POPX Voxelize and Polygonize on the point output to generate those
- → Material - Removed Subsurface parameter
- [02] IMPROVED (1)
- → Examples - Updated and refined example files in the example files loader included in the release folder
[04] FIXED (2)- → General - Fixed integration of POPX into the TouchDesigner Op Create Dialog
- → Flow - Small bug fixes to the Flow operator
- [01] NEW (44)
- → Light - New tool for defining light sources used by the Path Tracer’s direct lighting system
- → Light - Supports Point Light, Spot Light, Area Light, and Volumetric Light types
- → Light - Includes cone angle and falloff controls for spot and volumetric lights
- → Light - Supports distance attenuation with configurable start, end, and rolloff
- → Light - Supports texture map projection from the light source
- → SBPP (Soft Body Post Process) - New tool for post-processing soft body simulation output
- → SBPP - Provides mesh smoothing with configurable blur iterations, neighbor count, and blend strength
- → SBPP - Includes subdivision with depth control, crease weight, and simple coefficients option
- → SSFR (Screen Space Fluid Renderer) - New tool for rendering particle simulations as realistic fluid surfaces
- → SSFR - Supports Refractive material mode with IOR, extinction color, absorption, and refraction controls
- → SSFR - Supports PBR material mode with base color, specular, metallic, roughness, and ambient occlusion
- → SSFR - Includes bilateral blur for depth buffer smoothing
- → SSFR - Features procedural surface detail, environment map reflections, and tone mapping
- → Convert - Added Input Point Count parameter
- → Convert - Added Number of Pieces Detected parameter
- → DLG - Added Distribution parameter for neighbor search query method
- → DLG - Added Num Hash Buckets parameter for spatial neighbor lookups
- → DLG - Added Mass parameter for per-vertex mass controlling resistance to growth forces
- → DLG - Added Type menu to Noise page with Perlin and Simplex algorithm options (2D/3D/4D)
- → Flow - Added Time Scale parameter for simulation speed control
- → Flow - Added Solver Mode parameter with Simple and Advect options to Advect page
- → Flow - Added Density Resolution Scale, Channel Mask, and Match Bounds To T3D parameters to Advect page
- → All Falloffs (except Combine Falloff) - Added Enable Remap parameter to Remap page
- → All Operators - Added Convert to Point Primitives parameter to Common page
- → Soft Body - Added Time Scale parameter for simulation speed control
- → Constraints - Added Lock Input and Reload parameters to Geometry page
- → Constraints - Added Target Geometry section with Group Type, Group, Path, and Visualize parameters
- → Constraints - Added Constraint Type menu with 10 constraint types
- → Constraints - Added Constraints Color parameter for constraint visualization
- → Constraints - Added Stiffness Scale menus for Stretch and Bend constraints
- → Path Tracer - Added Voxel Tracer with Enable Hybrid Tracing parameter for combined volumetric and geometry path tracing
- → Path Tracer - Added Project On Geometry, Show Focal Plane, and Focal Plane Size parameters
- → Path Tracer - Added Post page with tone mapping (Enable Tone Map, Exposure, Gamma) and SVGF denoiser for real-time noise reduction
- → Mesh Fill - Added Display Bounds parameter for visualizing voxelization volume
- → Mesh Fill - Added Lower Bounds, Upper Bounds, Margin, and Get Bounds parameters for custom voxelization bounds
- → Mesh Fill - Added Continuous Simulation, Retention, and Stop Threshold parameters
- → Voxelize - Added Output Volume, Output Surface, Surface Threshold, Output SDF, and Smoothness parameters
- → Material - Added Attribute Class menu for selecting point or primitive attribute output
- → Material - Added Dispersion parameter for chromatic dispersion on refractive materials
- → Particle - Added Solver Mode menu with Simple and Advect options
- → Particle - Added Material Mode menu with Fluids-SPH, Fluids-PBF, and Grains options
- → Particle - Added Pressure Multiplier and Near Pressure Multiplier parameters
- → Particle - Added Bounding Box Margin parameter
- → Particle - Added Collision Damping parameter to Forces page
[02] IMPROVED (10)- → DLG - Changed Line Strips to menu with Close and Open options
- → DLG - Noise now replaces the Mass attribute instead of PointScale
- → Soft Body - Restructured Collisions page with new architecture supporting multiple collision geometry types, transform controls, and display options
- → Constraints - Replaced Pin Group section with Pin to Animation section (Pin Points, Pin Type, Match Animation, Visualize Pinned)
- → Path Tracer - Replaced individual light parameters with POPX Light tool reference via Light Comp parameter
- → Mesh Fill - Changed Ray Direction Mode options from Constant/Inside Sphere → Axis Aligned/Custom Direction
- → Mesh Fill - Changed Precision menu option names from 16bit/32bit → 16-bit float/32-bit float
- → Voxelize - Changed Ray Direction Mode options from Constant/Inside Sphere → Axis Aligned/Custom Direction
- → Material - Replaced Specular Tint with Specular Color RGB parameter and Sheen Tint with Sheen Color RGB parameter
- → Particle - Replaced Collisions page with new architecture supporting multiple collision geometry types, transform controls, and display options
[03] PERF (1)- → General - Improved CPU and GPU loads across all POPX operators
[05] RENAMED (5)- → Convert - Renamed Number of Pieces Detected → Number of Pieces to Allocate
- → Convert - Renamed Min Points per Piece → Minimum Points per Piece
- → Explode - Renamed Number of Clusters → Number of Clusters to Allocate
- → Path Tracer - Renamed Path Tracing page → Path Tracer
- → Particle (renamed from SPH) - Renamed SPH → Particle
[06] BREAKING (9)- → DLG - Replaced Constraints page with new Collisions architecture supporting multiple collision geometry types, transform controls, and display options
- → DLG - Removed Use Curvature parameter
- → Relax - Replaced Constraints page with new Collisions architecture supporting multiple collision geometry types, transform controls, and display options
- → Soft Body - Removed Enable Pressure Constraints parameter
- → Constraints - Removed Pin Animate section from Geometry page
- → Constraints Config - Removed Constraints Config operator - constraints are now configured inside POPX Constraints
- → Path Tracer - Moved from Simulations to Tools category
- → Voxelize - Removed blur filtering parameters (Enable Blur, Type, Extend, Pre-Shrink, Filter Size)
- → Particle - Removed Num Particles parameter
- [01] NEW (26)
- → Advect - New modifier for moving instances along vector fields
- → Advect - Supports reading advection vectors from point attributes or reference geometry
- → Advect - Includes Rotate To parameter for automatic orientation alignment during advection
- → Measure - New tool for computing geometric properties on geometry
- → Measure - Supports density, surface variation, mean curvature, curvedness, and gradient measurements
- → Measure - Includes visualization preview with customizable color ramps
- → Path Tracer - Added Pivot parameter to lights for transformation control
- → Voxelize - Added Point Scale parameter for point cloud voxelization
- → Soft Body - Added Strength parameter for grabber force control
- → Mesh Fill - Added Ray Direction Mode and Ray Direction parameters for voxelization control
- → Mesh Fill - Added new Lookup page for sampling textures onto input geometry
- → Mesh Fill - Added Mesh output (Output 7) for Lookup sampling
- → SPH - Added Container Type menu with support for SDF and T3D input modes
- → SPH - Added Container SDF / T3D, Lower Bounds, and Upper Bounds parameters for 3D texture container collision
- → Noise Modifier - Added Output Noise Attribute and Noise Attribute Name parameters for outputting noise values as point attributes
- → Noise Modifier - Added Rotation Mode menu with Additive and Directional options
- → Magnetize - Added Solver Mode menu with Simple and Advect options
- → Magnetize - Added Initial POP parameter for Simple solver mode
- → Magnetize - Added Containment parameter for field bounds control
- → Magnetize - Added Output Force Attribute toggle to output magnetic force vectors
- → Orient Curve - Added Twist by Attribute toggle for attribute-based twist control
- → Orient Curve - Added Twist Attribute parameter for selecting the twist attribute
- → Sweep - Added Twist by Attribute and Twist Attribute parameters for attribute-based twist control
- → Sweep - Added Scale by Attribute and Scale Attribute parameters for attribute-based scale control
- → Move Along Curve - Added Twist by Attribute toggle for attribute-based twist control
- → Move Along Curve - Added Twist Attribute parameter for selecting the twist attribute
[02] IMPROVED (2)- → Magnetize - Added Spin Direction XYZ vector parameter (replaced toggle)
- → Sweep - Width parameter can now be overridden by a LineWidth point attribute
[04] FIXED (1)- → Convert - Fixed pieces detection bug
[06] BREAKING (1)- → Soft Body - Removed Local Force and External Force parameters - forces can now be injected by chaining POPs (like Force Radial POP) from the Target Geometry Update output and referencing the end of the chain in the Target Geometry Update POP parameter
- [04] FIXED (5)
- → Soft Body - Fixed bugs in visualization functionality
- → Soft Body - Enable Local Force now also toggles on/off the wind
- → Soft Body - Fixed a bug with pin to target constraints
- → Soft Body - Fixed bugs in pressure constraints
- → Randomize - Fixed falloff not working on Color and Other parameters
- [01] NEW (22)
- → General - Added keyboard shortcuts for Bypass (Ctrl+Shift+B) and Render Primitives (Ctrl+Shift+R) parameters for all operators
- → General - Added keyboard shortcut for Falloff Preview (Ctrl+Shift+F) to quickly toggle falloff visualization
- → Magnetize - Added Affect Position toggle with Move Weight parameter to control position movement based on magnetic forces
- → Magnetize - Implemented inverse distance weighting and added Exponent parameter for advanced force falloff control
- → Magnetize - Added Output Weight Attribute toggle to output magnetic influence strength per instance
- → Flow - Added Injection POP parameter for referencing external POP sources
- → Soft Body - Added Enable Local Force toggle to apply local force to the soft body
- → Soft Body - Added Collision Thickness parameter for more precise collision detection with external geometry
- → Soft Body - Added Transition Range, Transition Align, and Transition Type parameters for grabber falloff control
- → DLA - Added Target Seed Update POP parameter for feedback loop seed point re-injection
- → DLA - Added Internal Noise toggle for randomized particle diffusion
- → DLA - Added Seed Out output to enable feeding results back to the simulation
- → DLA - Added Attach Strength parameter to control attachment force strength
- → DLA - Added Noise Amplitude parameter for controlling internal noise strength
- → DLA - Added Resolution Multiplier parameter for final polygonization
- → DLA - Added Unique Points parameter to generate unique vertices per triangle
- → DLA - Added Normals Method menu for computing point normals
- → DLA - Added Step Multiplier parameter for gradient step size when computing normals
- → DLA - Added Fraction of Max Allocation parameter for mesh generation memory allocation
- → Visualize Frame - Added Bypass toggle for the Visualize Frame operator
- → Path Tracer - Added Ray Offset parameter to control ray origin offset distance for preventing self-intersection artifacts
- → Material - Added Group parameter to apply material only to specified groups
[02] IMPROVED (3)- → Documentation - Created comprehensive parameter help descriptions for all POPX operators
- → General - Bypassed operators now display with a darker color to indicate their bypassed state
- → Flow - Reorganized Inputs page with new injection parameters: Inject Position, Inject Scale, Inject Gain, Inject Strength, Inject Temperature, and Inject Color
[06] BREAKING (3)- → Soft Body - Removed Max Constraints per Point parameter (now handled by Constraints Config)
- → DLA - Removed Time Step parameter
- → DLA - Removed Shared Points and Alt parameters, replaced by Unique Points
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v1.0.0
TD 2025.31760 · 1 change[01] NEW (1)- → Pre-release of POPX - TouchDesigner POPs extension

