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Create particle system

create_particle_system

Build a CPU particle system in TouchDesigner with forces, render style, and live controls. Emitter SOP feeds a Particle SOP, rendered with camera and light.

Instructions

Build a CPU particle system: an emitter SOP feeds a Particle SOP inside a Geometry COMP, rendered with a camera + light. Creates a new baseCOMP under parent_path holding the Geometry COMP (emitter + particle SOP), a material, Camera, Light, Render TOP, and a Null output. Forces and render style are scaffolded for further tuning. Exposes live Drag / Turbulence / Gravity / Lifetime knobs. This is the simplest CPU emitter, born from a real SOP shape; pick a sibling instead when you need scale or specific motion: create_gpu_particle_field for much higher counts (GPU-simulated noise/curl/gravity drift, up to ~262k), create_particle_flock for boids/flocking behaviour, image_to_particles to reconstruct an image/video as points, create_pop_particle_system for TouchDesigner's native POP particle network. Returns a summary plus a JSON block with the container path, created node paths, the output path, exposed controls, any node errors, warnings (e.g. approximated forces or fallback render styles), and an inline preview image.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
forcesNoForces applied to the sim, mapped to native Particle SOP params (gravity→external -Y, noise/turbulence→turbulence, drag→drag). attract/repel/vortex have no native equivalent and are approximated with turbulence (a warning is returned). Default ['noise','gravity'].
lifetimeNoParticle life span in seconds before it dies and is reborn. Default 3.
parent_pathNoParent network where the particle-system container is created (default '/project1')./project1
render_styleNoHow particles are drawn. 'sprites' uses a Point Sprite MAT, 'points' a Constant MAT; 'lines'/'trails'/'instanced_geo' currently fall back to point/sprite rendering (a warning is returned). Default 'sprites'.sprites
emitter_shapeNoSource SOP particles are born from: point (Add SOP), line, circle, sphere, mesh (Box), or image (Grid). Default 'sphere' — its varied normals spray a full radial cloud; 'point' has no normals and stays a thin turbulence-driven stream.sphere
particle_countNoTarget number of live particles at steady state; sets the Particle SOP birth rate (birth ≈ count / lifetime). Default 10000.
expose_controlsNoWhen true (default), expose live Drag / Turbulence / Gravity / Lifetime knobs on the system container.
Behavior4/5

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

Beyond annotations (readOnlyHint=false, openWorldHint=true, destructiveHint=false), the description discloses approximations (attract/repel/vortex via turbulence, fallback render styles) and that warnings are returned. It details exposed knobs and return information, but omits exact node creation paths or error handling details.

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 moderately long but well-organized: purpose first, then details, sibling guidance, return info. Each sentence adds value; no fluff. Could be slightly more concise but effective.

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?

For a complex 7-parameter tool with no output schema, the description thoroughly explains the creation process, param effects, return format (summary + JSON with paths, errors, warnings, preview). Covers key behavioral aspects for agent decision-making.

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?

Schema has 100% coverage, but description adds value: explains force mappings (gravity→Y, noise→turbulence), birth rate formula (count/lifetime), and emitter shape behavior (sphere normals vs point). This enhances agent understanding beyond schema.

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 the tool creates a CPU particle system with specific components (emitter SOP, Particle SOP, Geometry COMP, camera, light). It lists sibling tools for alternative use cases, distinguishing them effectively.

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 when to use siblings: higher counts (create_gpu_particle_field), flocking (create_particle_flock), image reconstruction (image_to_particles), native POP (create_pop_particle_system). This guides the agent on alternatives.

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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