ALL OPERATORS
> modifiers

Filter

modifiers/filter·v1.4.0
IN:1  OUT:1

The Filter smooths incoming values per instance using a history buffer. Unlike the Spring Modifier - which rebounds - the Filter purely reduces jitter and noise without overshooting. Works on position, rotation, scale, or any custom float attribute.

Six filter types: Gaussian and Box blend a window of frames with different weighting curves, their Left Half variants use only past frames for causal smoothing, De-spike replaces single-frame outliers, and One Euro adapts its strength based on signal speed.

Effect blends between raw and filtered output. Do Falloff lets each instance receive a different filter strength via a float attribute. Use Initialize to clear history after a position jump, Start to begin a fresh pass.

PAGEFilter
GroupGroupIf there are input groups, specifying a group name in this field will cause this POPX to act only upon the group specified.
Target Points Update POPPointsupdatepopReference to a POP node downstream in the network when Solver Mode is set to Advect. This reference will cause a feedback loop and re-injects the points next frame.
Do FalloffDofalloffEnables falloff-based attenuation of filter effects.
Falloff AttributeFalloffattrSpecifies which attribute to use for falloff values that attenuate filter intensity.
PositionPositionApplies filter smoothing to instance position.
RotationRotationApplies filter smoothing to instance rotation.
ScaleScaleApplies filter smoothing to instance scale.
OtherOtherEnables filter smoothing for a custom float attribute.
Attribute (Float)AttrSpecifies which float attribute to apply filter smoothing to when Other is enabled.
EffectEffectBlends between raw input (0) and fully filtered output (1). Intermediate values mix the two.
Filter Width (Seconds)WidthHistory window size in seconds. Larger = smoother but more lag. Try 0.05-0.1s for light cleanup, 0.2-0.5s for strong smoothing.
Gaussian SigmaSigmaBell curve spread as a fraction of filter width. Low (0.1-0.2) = subtle, minimal lag. High (0.4-0.5) = strong smoothing, more lag. Gaussian and Left Half Gaussian only.
Spike ToleranceSpikeMax deviation before a sample is classified as a spike. Units match the attribute (world units for position, degrees for rotation). De-spike only.
Cutoff Frequency (Hz)CutoffMinimum low-pass cutoff in Hz when the signal is stationary. Lower = heavier smoothing at rest. Try 1-5 Hz for tracking data. One Euro only.
Speed CoefficientSpeedcoeffHow aggressively the cutoff opens as the signal speeds up. 0 = always maximum smoothing. Higher (0.5-2.0) = less smoothing during fast movement. One Euro only.
Slope Cutoff Frequency (Hz)SlopecutoffCutoff Hz for the internal speed estimator. Lower = smoother speed estimate, slower adaptation. Higher = faster response to motion onset. One Euro only.
InitializeInitializepulseResets the filter history to initial conditions.
StartStartpulseBegins filtering from the current state.
PlayPlayToggles filter playback on or off.
PAGEFalloff
Preview FalloffPreviewfalloffVisualizes the Other float attribute as colors when Other is enabled.
Open Custom Ramp EditorOpencustomrampeditorOpens the editor for creating a custom visualization gradient.
Reset Custom RampResetcustomrampResets the custom ramp to default gradient values.
PAGECommon
BypassBypassPass through the first input to the output unchanged.
Free Extra GPU MemoryFreeextragpumemFree memory that has accumulated when output memory has grown and shrunk.
Render PrimitivesRenderprimitivesToggles rendering of POPX Geometry or shows it as point instances only.
Convert to Point PrimitivesConverttoptprimConverts points to primitive points when Render Primitives is toggled off.
SRT / RSTSrtrstSets the transform order when using POPX Geometry as built-in TouchDesigner instances.
Input 0 POP POPX/POP Geometry
Output 0 POP POPX_out1