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Create GPU particle field

create_gpu_particle_field

Build a high-count GPU particle field with position and velocity simulated entirely on the GPU using feedback loops; create an instanced geometry with exposed point size and zoom controls, and optional audio or motion reactivity.

Instructions

Build a high-count GPU particle / point field: position and velocity are simulated entirely on the GPU in two RGBA32float feedback-TOP loops (velocity integrates forces — noise/curl/gravity; position integrates velocity), then a Geometry COMP instances a tiny dot once per texel, reading XYZ from the position texture. Creates a new baseCOMP under parent_path holding the velocity/position feedback loops, the instanced Geometry COMP, Camera, Light, and Render TOP ending in a Null output. Reaches counts (side², up to 512²≈262k) well beyond the CPU create_particle_system (use that for a simpler, lower-count CPU emitter). Exposes PointSize and Zoom knobs. Optional reactivity energises the field live: 'audio' drives it from mic/line RMS, 'motion' from camera frame-difference energy (both bound to the velocity shader's uReact uniform). Returns a summary plus a JSON block with the container path, created node paths, the particle count, the output path, exposed controls, any node errors, warnings, and an inline preview image.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
sideNoEdge of the square particle buffer; the field is side×side particles (count = side², e.g. 256 → 65 536). Each particle is one texel of the RGBA32float position/velocity buffers.
forcesNoIn-shader forces added to velocity each frame: 'noise' (per-particle random drift), 'gravity' (constant -Y pull), 'curl' (divergence-free swirling).
reactivityNoOptional external push that energises the field live, bound to the velocity shader's uReact uniform. 'none' (default) is fully self-contained. 'audio' drives it from mic/line RMS (Audio Device In → Analyze), 'motion' from camera frame-difference energy (Video Device In → mono → cache/difference → average). Either may pop a one-time macOS device-permission dialog — click Allow.none
point_sizeNoRadius of each instanced dot (the sphere/circle SOP scale).
expose_controlsNoWhen true (default), expose live PointSize and Zoom (camera distance) knobs on the system container.
parent_pathNoParent network where the particle-field container is created (default '/project1')./project1
Behavior4/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

Discloses creation of multiple node types, exposes PointSize and Zoom knobs, and warns about one-time macOS device-permission dialogs for audio/motion. Annotations indicate non-destructive, non-read-only, and open-world, which align.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The description is well-structured with front-loaded purpose, but could be slightly more concise. Multiple sentences carry essential info without redundancy.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness5/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

Given 6 parameters, no output schema, and high complexity, the description sufficiently covers creation process, return summary format, exposed controls, node errors, preview, and potential device permissions.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters4/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

All 6 parameters have schema descriptions (100% coverage), but the description adds value by explaining the internal GPU feedback loops, the purpose of side (count = side²), and how reactivity binds to uReact uniform.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description clearly states it builds a high-count GPU particle/point field, distinguishes it from the CPU-based create_particle_system, and details the internal mechanism. The verb 'Build' and resource 'GPU particle field' are specific.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines5/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

Explicitly advises using create_particle_system for simpler lower-count CPU emitters, and describes when to use reactivity options ('audio', 'motion').

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

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