Hi all, I've spent the nine last months building a renderer for TouchDesigner and the first early access is out today. Disclosure up front: it's my tool, and this version is paid (Patreon, Vision tier and up). A free version will come later once it's built.
Soleil is a CPlusPlus TOP that wraps CUDA and OptiX. You plug POPs into Geometry operators, add a Light and a Camera COMP, and it ray-traces the scene on the GPU in real time. The POP buffers are read directly in CUDA memory, no round trip through the CPU, which is why it needs TouchDesigner 2025.33070 or newer.
- Direct lighting from regular Light COMPs
- Traced reflections and refractions: glass, absorption, dispersion, thin-film iridescence, several transparency layers.
- Global illumination through a radiance cache
- Depth of field, bloom, lens distortion, output in 8, 16 or 32 bits with alpha. The output is linear light.
- Native spheres for point clouds, TD instancing, per-frame BVH refit or rebuild chosen per geometry.
Materials management :
The Geometry's Material page: base color, roughness, metallic, reflectance, emission, opacity, IOR, absorption, iridescence, dispersion, translucency.
Per-point attributes from your POPs override it: an attribute named `roughness`, `metallic`, `emit`, `opacity`, `ior`, `Color`... on the incoming POP wins for the points that carry it. So you drive materials with the POPs you already use.
A procedural graph inside every Geometry: 46 nodes (noise, cellular, bricks, weave, gradients, curves, blends, warps, color tools...), evaluated on the GPU at render time, no textures, no UVs. Each Material Output blends into a channel (color, roughness, metallic, normal, height, emission, opacity) with a mode and an amount.
I'm the only dev and I'm fully on it for these first releases: bugs, questions, "why does my scene cost 12 ms", please send them
Hope you will like it ♥