←ALL OPERATORS
> tools

Aura

tools/aura·v1.5.1
Aura Manual →IN:0  OUT:1

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.

PAGERender
Plugin PathPluginpathSets the path to the Aura Render Engine plugin file.
Reinit PluginReinitpluginReinitializes the Aura Render Engine plugin.
Unload PluginUnloadpluginUnloads the Aura Render Engine plugin while on, so its file can be replaced.
CameraCameraThe camera the scene is rendered from.
GeometryGeometrySets the POPX Geo operators to render. Accepts a pattern of operators.
LightsLightsSets the POPX Light operators that light the scene. Accepts a pattern of operators.
ResolutionResolutionSets the width and height of the rendered image.
Samples Per FrameSamplesperframeSets the number of samples per pixel added each frame in Refine mode.
Limit FramesLimitsamplesIn Refine mode, stops tracing once Max Frames have been accumulated. The image stays on screen.
Max FramesMaxsamplesSets how many frames Refine accumulates before it stops. Each frame adds Samples Per Frame samples per pixel.
Reset RefineResetrefineRestarts the Refine render from its first sample.
Max LuminanceMaxluminanceClamps light samples to reduce fireflies. Set to 0 to disable.
ViewportViewportTurns the Aura into an editor viewport: toolbar, camera navigation, selection, gizmos, grid and overlays drawn over the live render. Off shows only the render.
PAGELighting
Bounce IntensityBounceintensityBoosts the brightness of the diffuse bounces. Not physically accurate: pushed too far, surfaces reflect more light than they receive.
Bounce CountBouncecountSets how many light bounces each probe ray follows in Probes mode. 1 suits outdoor scenes, 2 to 3 fill out interiors. Raytraced always follows the full path.
Probe SpacingProbespacingThe distance between light probes near the camera, in scene units; the cells grow with distance. Smaller spacing gives finer bounce lighting, at a cost.
Probe SmoothingProbesmoothingBlends each probe with its neighbors on the same surface, for steadier bounce light at a small Probe Spacing.
Show BouncesShowbouncesShows the bounce lighting data on the scene: the probes in Probes mode, the radiance cache cells in Raytraced mode.
Max Reflection BouncesMaxreflectionbouncesSets how many mirror-like reflections a ray follows in realtime rendering. Higher is brighter in facing mirrors and slower.
Refraction LimitRefractionlimitSets the maximum sideways shift of the view through a refractive material. 1 means no limit. Limits artifacts of the simpler modes.
AO AmountAoamountSets how strongly the occlusion is blended in.
AO DistanceAodistanceSets how far the occlusion rays reach, in world units.
AO FalloffAofalloffShapes the occlusion falloff with distance. 1 is linear, higher values keep the occlusion tight to contacts.
PAGEScattering
ScatteringScatteringLight scatters in a fog that fills the view: every light draws beams and haze (each light scales it with its own Scattering Intensity).
Scatter IntensityScatterintensitySets the brightness of the beams and haze without thickening the fog. 1 is physically based.
Smoke DensitySmokedensityBreaks the fog into drifting smoke: 0 is an even haze, 1 ranges from clear air to twice the Density.
Smoke ScaleSmokescaleSets the size of the smoke detail. Higher values give smaller wisps.
Smoke SpeedSmokespeedSets how fast the smoke drifts.
PAGECamera
Depth of FieldDepthoffieldEnable thin-lens depth of field, set by Focus Distance and Focal Blur.
Focus DistanceFocusdistanceSets the distance of the plane in focus.
Focal BlurFocalblurSets the lens radius, which controls how strongly out-of-focus content blurs.
Show Focus PlaneShowfocusplaneDraws the focus plane while Depth of Field is on.
Focus Plane SizeFocusplanesizeSets the size of the focus plane drawn by Show Focus Plane.
Motion BlurMotionblurEnable real-time motion blur along the motion vectors.
ShutterShutterSets the length of the motion blur as a fraction of a frame. Higher values give longer blur trails.
Blur SamplesBlursamplesSets the number of samples taken along each pixel's motion for the blur. Higher is smoother, at a cost.
ExposureExposureMultiplies the brightness of the rendered light before tone mapping.
Auto ExposureAutoexposureAdapts the exposure to the average brightness of the image, like an eye or a camera.
Exposure BiasExposurebiasBrightens or darkens the auto exposure, in stops.
Adaptation SpeedAdaptationspeedSets how fast the auto exposure follows a change of brightness.
GammaGammaApplies a gamma correction to the final image.
PAGEAOVs
Albedo PassAlbedopassEnable an extra output with the linear base color of the first surface the camera sees.
Normal PassNormalpassEnable an extra output with the world-space shading normal of the first surface the camera sees, XYZ in RGB.
Depth PassDepthpassEnable an extra output with the distance from the camera to the first surface, in scene units. 0 where nothing is hit.
Motion PassMotionpassEnable an extra output with the screen-space motion of each pixel since the previous frame, in UV units, in RG.
Diffuse PassDiffusepassEnable an extra output with the diffuse light of this frame, linear, before exposure and not denoised.
Specular PassSpecularpassEnable an extra output with the specular light of this frame, linear, before exposure and not denoised.
Output 0 TOP - Image