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Create Gaussian Splat scene

create_gaussian_splat_scene

Import a Gaussian Splat .ply or .splat file into TouchDesigner, set up a TDGS-based scene, bind an optional camera, and render to a TOP at resolutions up to 2160p.

Instructions

Drops the community TDGS .tox by Anglerfish-graphics into a fresh baseCOMP, loads a .ply or .splat Gaussian Splat asset, optionally binds an existing cameraCOMP, and exposes a clean output renderTOP at 720p–2160p. Assets can be exported from Polycam, Postshot, Luma, or Nerfstudio. The wrapper connects to any existing tdmcp camera rig (create_camera_orbit, XY pads, MIDI). REQUIREMENTS: TDGS by Anglerfish-graphics installed (https://github.com/Anglerfish-Graphics/TDGS); TouchDesigner build ≥2023.30000; CUDA-capable NVIDIA GPU on Windows. macOS and AMD GPUs are not supported by TDGS — the tool returns a friendly error. VRAM: 720p≈2GB, 1080p≈4-6GB, 1440p≈12GB+, 2160p≈16GB+ (OOM crashes TD — no friendly error, start at 720p on a laptop). Returns container_path, dropped_tox_path, output_top_path, camera_path, warnings, and a preview image.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
tox_pathNoOptional explicit absolute path to TDGS.tox. When set, skips the standard candidate walk. Useful when TDGS lives in a non-standard packages directory.
output_resNoOutput renderTOP resolution. 720p=1280×720, 1080p=1920×1080, 1440p=2560×1440, 2160p=3840×2160. WARNING: 1440p+ requires a discrete GPU with ≥12GB VRAM; 2160p will crash TD on OOM. Default 1080p.1080p
camera_pathNoAbsolute TD path to an existing cameraCOMP (e.g. one built by create_camera_orbit). When set, TDGS's camera reference par is bound to it. When unset, TDGS uses its internal default camera.
parent_pathNoParent network for the baseCOMP (default '/project1')./project1
container_nameNoName of the outer baseCOMP created by createSystemContainer.gaussian_splat_scene
expose_controlsNoWhen true (default), promotes SplatAssetPath, CameraRef, and OutputRes to the wrapper container as live knobs.
splat_asset_pathYesAbsolute path to a .ply or .splat Gaussian Splat asset. Export from Polycam, Postshot, Luma, or Nerfstudio.
Behavior5/5

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

The description discloses substantial behavioral detail beyond annotations: it drops a community .tox, loads assets, optionally binds cameras, exposes a renderTOP, returns specific paths/artifacts, and warns about OOM crashes with no friendly error. It also clarifies unsupported platforms and the friendly error behavior, which is highly valuable.

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 dense and well-structured, covering creation, asset sources, camera integration, requirements, VRAM guidance, and return values. It is lengthy but every sentence carries operational weight; nothing is fluff. The front-loading of the core action is 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?

Given the tool's complexity (7 parameters, no output schema), the description covers the full lifecycle: what it creates, what it requires, what it returns, and failure modes (OOM, unsupported platforms). The explicit return list partially compensates for the missing output schema and leaves no major gaps.

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%, but the description adds meaning by linking parameters to real-world domains: asset sources (Polycam, Postshot, Luma, Nerfstudio), VRAM/resolution tradeoffs for output_res, and how camera_path integrates with create_camera_orbit rigs. This goes beyond the schema's field descriptions.

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 uses specific verbs ("Drops", "loads", "binds", "exposes") and names precise resources (TDGS .tox, baseCOMP, .ply/.splat asset, cameraCOMP, renderTOP). It clearly distinguishes this tool from generic container or 3D scene creators by focusing on Gaussian splat scenes.

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 clear context for when to use this tool (creating Gaussian splat scenes from specific asset sources) and includes hard requirements (Windows, NVIDIA, TouchDesigner version). It does not explicitly state when not to use alternatives, but the niche nature of the tool makes the intended use obvious.

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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