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Create particle system

create_particle_system

Build a CPU particle system in TouchDesigner with emitter, particles, forces, and render style, exposing live Drag, Turbulence, Gravity, and Lifetime knobs for tuning.

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. Use create_gpu_particle_field instead for much higher counts (GPU-simulated, up to ~262k particles). 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
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.
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'].
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
lifetimeNoParticle life span in seconds before it dies and is reborn. Default 3.
expose_controlsNoWhen true (default), expose live Drag / Turbulence / Gravity / Lifetime knobs on the system container.
parent_pathNoParent network where the particle-system container is created (default '/project1')./project1
Behavior5/5

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

Annotations only declare readOnlyHint=false, destructiveHint=false, and openWorldHint=true. The description adds significant behavioral detail: it creates a baseCOMP under parent_path, exposes knobs, returns a structured JSON with paths, errors, warnings, and preview image. It also warns about force approximations and render fallbacks, going well beyond the annotations.

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 front-loaded with the core action, and each sentence adds meaningful detail. It is slightly lengthy but not redundant. It could be trimmed slightly, but overall efficient.

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?

The tool creates a complex multi-node system; the description lists all created components, exposed controls, and the return structure (summary + JSON with paths, errors, warnings, preview). Without an output schema, the description fully explains the return value, making it complete.

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 coverage is 100%, so baseline is 3. The description adds value by explaining how forces map to native params (e.g., attract/repel/vortex approximated with turbulence) and render style fallbacks. This extra operational context justifies a score above baseline.

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 'Build a CPU particle system' and enumerates the components created, making the verb and resource explicit. It also distinguishes itself from the sibling 'create_gpu_particle_field' by contrasting CPU vs GPU simulation and particle count limits.

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?

The description directly tells the agent when to use an alternative: 'Use create_gpu_particle_field instead for much higher counts (GPU-simulated, up to ~262k particles).' This provides clear decision guidance.

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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