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Image → particles

image_to_particles

Convert any image into a particle field where each particle maps to a pixel and springs back to its rest position. Audio can scatter particles for a dissolve-and-reform effect.

Instructions

Turn any image (a file path or an existing TOP) into a GPU particle field: each particle's rest position is its pixel in the source and (by default) its colour is sampled from that pixel. A spring force pulls particles toward their rest pixel; an optional audio chain scatters them away and lets them spring back, producing the iconic 'image dissolves into points on the drop, then re-forms' VJ look. Builds a new baseCOMP holding a downsampled source TOP, a one-shot rest-position GLSL TOP, velocity + position feedback loops (RGBA32float), an instanced Geometry COMP, Render, and a Null output. Default source is TD's stock Mario.tif; default audio source is 'none' (image idles statically) — 'file' and 'device' are opt-in (the latter may pop the macOS mic-permission dialog). Returns a summary plus a JSON block with the container path, particle count, output path, exposed controls, node errors, warnings, and an inline preview image.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
sourceNoImage source: { kind:'file', path } loads a moviefileinTOP, { kind:'top', path } references an existing TOP. Default uses TD's stock Banana.tif from app.samplesFolder.
sideNoParticle grid edge; count = side². 192 → 36 864 particles. The source TOP is resampled to side×side so each texel maps 1:1 to one particle.
particle_sizeNoRadius of each instanced dot (TOP instancing applies translate only, so size lives on the source sphere SOP).
scatter_strengthNoAudio impulse magnitude. 0 = particles sit perfectly on the image.
spring_stiffnessNoForce pulling each particle toward its rest pixel. Higher snaps back faster.
dampNoPer-frame velocity damping.
audio_sourceNoDrives the scatter impulse. 'none' = image idles statically. 'file' = audiofileinCHOP (set audio_file). 'device' = audiodeviceinCHOP (opt-in; may pop the macOS mic-permission dialog).none
audio_fileNoAudio file path when audio_source='file'.
color_modeNo'image' = particle colours sampled from source pixels (via instancecolorop). 'mono' = white points. 'tint' = single colour multiplied by luminance.image
tint_colorNoRGB used when color_mode='tint'.
expose_controlsNoWhen true, expose live PointSize / SpringStiff / ScatterStr / Damp / Zoom knobs.
parent_pathNoParent network where the container is created./project1
Behavior5/5

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

With annotations already providing openWorldHint=true, the description adds valuable behavioral details: it builds a baseCOMP, uses GPU, may trigger mic permission on macOS, and explains the spring/audio behavior. No contradiction with 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-structured and front-loaded with core purpose. While slightly long, each sentence adds value and the length is justified by the tool's complexity.

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 12 parameters and no output schema, the description thoroughly explains the tool's effects, defaults, audio interaction, return format (summary + JSON block), and potential side effects like mic dialog. It covers all necessary context.

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

Parameters3/5

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

Schema description coverage is 100%, so baseline is 3. The description adds minimal additional parameter semantics (e.g., default source mention) but mostly summarizes the overall process rather than enhancing individual parameter understanding.

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's purpose: 'Turn any image ... into a GPU particle field'. It distinguishes from sibling tools by focusing on image-to-particle conversion with specific VJ look, rather than generic particle or point cloud tools.

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

Usage Guidelines4/5

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

The description provides context on when to use (e.g., for image-based particle effects) and mentions defaults and audio options. However, it does not explicitly exclude alternatives or compare to sibling tools like 'create_gpu_particle_field', leaving usage guidance implicit.

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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