Aura
Aura runs the Aura Render Engine, a renderer built on NVIDIA OptiX and DLSS, inside TouchDesigner. It collects the POPX Geo operators matched by Geometry, the POPX Lights matched by Lights and the Camera, renders them on the GPU and outputs the image as a TOP. Surfaces take their look from the POPX Material feeding each Geo: base color, metallic, roughness, specular, anisotropy, clearcoat, transmission with dispersion, emission and texture maps; fields render as volumes and fire through the Material's Volume page.
Render Mode picks the renderer. Path Tracing follows random light paths for the most accurate lighting (area lights, soft shadows, reflections, refractions, emissives, volumes and bounce light from one physically based transport) and resolves their noise with Denoise: DLSS Ray Reconstruction for real time, a Temporal filter, or Refine, which accumulates Samples Per Frame every frame for stills and video and traces full light paths. Hybrid lights every pixel directly, one ray per effect, with ray-traced shadows, reflections and refractions, and is clean and deterministic from the first frame; Antialiasing (FXAA, DLSS, Temporal or Refine) smooths its edges. Resolution Scale is the main speed control in both modes.
Bounce lighting comes from light probes placed on the surfaces the camera sees (Probes, with Bounce Count and Probe Spacing) or from bounce rays per pixel with a radiance cache for the further bounces (Raytraced); Show Bounces draws them on the scene. Shadows are set per light type (ray-traced or shadow map), Reflections Raytraced, Hybrid or Cached, Refractions multi or single bounce or screen space, plus ambient occlusion and volumetric scattering from every light with optional drifting smoke. The Camera page adds depth of field, motion blur, tone mapping (ACES, AgX, Khronos PBR Neutral), exposure and auto exposure.
The AOVs page turns on render passes (albedo, normal, depth, motion, diffuse and specular light), each on its own output, POPX_out2 to POPX_out7, cropped like the image. With Viewport on the operator is an editor viewport over the live render: a toolbar with Navigate, Select, Move, Rotate, Scale and Universal tools, snapping, camera and projection menus, shading modes (Render, Clay, the passes, bounces, ambient occlusion), overlays, guides, isolate, pause, restart and snapshot, a grid, light and camera icons, gizmos, a stats HUD, quad view, a render region, and the Aura and object parameter panels. Navigation and shortcuts follow TouchDesigner's geometry viewer.
TOP - Image
