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Image → particles

image_to_particles

Convert an image or video into a GPU particle field that scatters on audio and springs back, with per-particle colors sampled from the source.

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. This is the only particle tool seeded by image/video pixels (rest positions + per-pixel colour); pick a sibling instead when particles are NOT driven by an image: create_gpu_particle_field for a free noise/curl/gravity drift field, create_particle_flock for boids/flocking, create_pop_particle_system for TouchDesigner's native POP particle network, create_particle_system for a simple CPU emitter. Default source is TD's stock Banana.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
dampNoPer-frame velocity damping.
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.
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.
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'.
parent_pathNoParent network where the container is created./project1
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
particle_sizeNoRadius of each instanced dot (TOP instancing applies translate only, so size lives on the source sphere SOP).
expose_controlsNoWhen true, expose live PointSize / SpringStiff / ScatterStr / Damp / Zoom knobs.
scatter_strengthNoAudio impulse magnitude. 0 = particles sit perfectly on the image.
spring_stiffnessNoForce pulling each particle toward its rest pixel. Higher snaps back faster.
Behavior5/5

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

Beyond the annotations (readOnlyHint=false, openWorldHint=true, destructiveHint=false), the description discloses that it builds a new baseCOMP with a specific node structure, may pop the macOS mic-permission dialog when using audio device, resolves sentinel paths, and returns a JSON block with container path, particle count, output path, etc. No contradictions 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 a single dense paragraph that is front-loaded with the purpose and includes only relevant details. It is appropriately sized for the tool's complexity, though it could be better structured with separations for defaults, return value, and alternatives. Still, every sentence earns its place.

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 12-parameter tool with no output schema, the description is exceptionally complete: it explains the pipeline, default behaviors, return format, permission caveats, and even path resolution quirks ('bare 'Banana.tif' does NOT resolve'). The agent has everything needed to select and invoke the tool correctly.

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 the baseline is 3. The description adds high-level context for some parameters (e.g., default source is Banana.tif, audio_source options) but mostly relies on the schema. It does not introduce meaning beyond the schema, which is acceptable given full coverage.

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+resource: 'Turn any image (a file path or an existing TOP) into a GPU particle field'. It details the mechanism (rest position per pixel, colour sampling, spring force) and explicitly distinguishes itself from siblings: 'This is the only particle tool seeded by image/video pixels... pick a sibling instead when particles are NOT driven by an image'.

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?

Explicit when-to-use and when-not-to-use guidance is given, naming four alternative tools with their use cases: 'create_gpu_particle_field for a free noise/curl/gravity drift field, create_particle_flock for boids/flocking, create_pop_particle_system for TouchDesigner's native POP particle network, create_particle_system for a simple CPU emitter'. It also clarifies default behavior and opt-in audio sources, including a permission caveat.

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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