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Create SDF text

create_sdf_text

Raymarch text as a 3D signed-distance-field slab with customizable depth, lighting, rotation, and camera. Generates a TouchDesigner container with exposed controls and preview.

Instructions

Raymarch a text string as a signed-distance-field 3D slab: a Text TOP renders the glyphs to a mask, and a GLSL TOP treats that mask as an extruded distance field (glyph coverage in XY, closed by two Z planes at ±depth/2) so the letters read as solid, lit, rim-highlit 3D volumes that can spin. Distinct from create_sdf_field (primitive CSG only, no text) and create_text_3d (mesh-extruded text SOP) — this is the raymarched distance-field text look. The mask→SDF is approximate (coverage-derived, no external font SDF atlas required) and eased by smoothing. Creates a new baseCOMP under parent_path. Exposes CameraZ/Speed/StepCount/Intensity/Rotate/Fill/Edge/Background controls and previews the output. Returns a summary plus a JSON block with node paths, exposed controls, node errors, warnings, and an inline preview image.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
boldNoRender the seed text bold (thicker glyph coverage).
fontNoFont family for the Text TOP that seeds the glyph mask (must be installed in TD).Arial
textNoThe string to raymarch as SDF text.HELLO
depthNoExtrusion thickness of the raymarched text slab along Z (uDepth).
speedNoAnimation time multiplier (drives uTime). Live 'Speed' control.
rotateNoY-axis rotation speed of the text (radians/s via uRotate * uTime). Live 'Rotate'. Reads 0 when the TD timeline is paused.
camera_zNoCamera distance from the text (uCameraZ). Live 'CameraZ' control.
intensityNoOutput brightness multiplier (uIntensity). Live 'Intensity'.
smoothingNoHow sharply the mask coverage maps to the XY distance field. Lower = crisper edges, higher = softer/rounder.
backgroundNoBackground / miss colour hex. Live RGB swatch 'Background'.#0a0a12
edge_colorNoRim/edge highlight colour hex. Live RGB swatch 'Edge'.#ff5c8a
fill_colorNoLetter body colour hex (e.g. '#ffd34d'). Live RGB swatch 'Fill'.#ffd34d
resolutionNoOutput resolution [width, height] of the GLSL TOP.
step_countNoRaymarch iterations (uSteps). Live 'StepCount'.
parent_pathNoParent COMP path the self-contained 'sdf_text' container is created inside./project1
expose_controlsNoExpose live CameraZ/Speed/StepCount/Intensity/Rotate/Fill/Edge/Background controls.
light_directionNoLight direction, normalised in shader — baked as GLSL constant.
Behavior4/5

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

Annotations indicate readOnly=false and destructive=false; the description adds that it 'Creates a new baseCOMP under parent_path' (a non-destructive side effect), explains the mask-to-SDF approximation and smoothing easing, and lists exposed controls plus return JSON. This aligns with annotations while contributing meaningful implementation context.

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 but every sentence provides value. However, the opening sentence is overloaded with semicolon-separated implementation details and the overall structure could be tightened into clearer chunks.

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 17-parameter generator with no output schema, the description covers the rendering pipeline, creation behavior, quality tradeoffs, exposed live controls, and return format ('summary plus a JSON block with node paths, exposed controls, node errors, warnings, and an inline preview image'). This is effectively complete.

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 every parameter already has explanatory documentation. The tool description adds a little context by naming exposed controls and mentioning smoothing, but it does not materially improve on the schema's parameter semantics, so a baseline of 3 is appropriate.

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 states a specific verb and resource: 'Raymarch a text string as a signed-distance-field 3D slab.' It explicitly distinguishes itself from create_sdf_field and create_text_3d, making its unique output unmistakable.

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?

It names alternatives and differentiators: 'Distinct from create_sdf_field (primitive CSG only, no text) and create_text_3d (mesh-extruded text SOP) — this is the raymarched distance-field text look.' It also notes the approximate mask-to-SDF nature, helping the agent judge when this technique is appropriate.

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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