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| Both sides previous revision Previous revision Next revision | Previous revision | ||
| software:touch_designer [2025/12/08 21:28] – [Window COMP] mh | software:touch_designer [2025/12/09 17:43] (current) – [Useful Python Expressions] mh | ||
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| * Render TOP outputs a 2D texture. | * Render TOP outputs a 2D texture. | ||
| + | Add **In** SOPS in the **Geometry** op to send a chain of SOPS into it. | ||
| ==== Render TOP Fundamentals ==== | ==== Render TOP Fundamentals ==== | ||
| * Inputs: | * Inputs: | ||
| - | | + | |
| - | | + | |
| - | | + | |
| * End with a null TOP for stability. | * End with a null TOP for stability. | ||
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| * Use Select TOPs to inspect interim results. | * Use Select TOPs to inspect interim results. | ||
| + | |||
| + | |||
| + | The display and render flags tell the rest of the network whether the node should be used in the rendering process and displayed in the viewer. | ||
| + | |||
| + | You can also take the output of your last (preferably **null**) operator in the SOP chain and right click > COMP > Geometry to automate a lot of the process. | ||
| + | |||
| + | You can put multiple things in a geometry comp with the display flag ON but it's best practice to keep just one item per geometry to have a cleaner network. | ||
| ===== Output Pipeline ===== | ===== Output Pipeline ===== | ||
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| * Organizes complex CHOP data streams. | * Organizes complex CHOP data streams. | ||
| + | |||
| + | === Referencing a parameter - Dynamic links === | ||
| + | |||
| + | * Select the CHOP and toggle the display with the **+** in the bottom right | ||
| + | * Select the TOP to link to parameter | ||
| + | * Drag & drop from the CHOP into the parameter | ||
| + | * Select Reference type (Most of the time it's CHOP Reference) | ||
| + | |||
| + | You can also drag an entire CHOP into a CHOP to TOP operator to reference it. | ||
| + | |||
| + | Alternatively, | ||
| + | |||
| + | ---- | ||
| ==== Resolution TOP ==== | ==== Resolution TOP ==== | ||
| * Drop resolution early to speed up heavy FX. | * Drop resolution early to speed up heavy FX. | ||
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| * '' | * '' | ||
| * '' | * '' | ||
| + | * '' | ||
| Line 178: | Line 200: | ||
| * Useful for simulations, | * Useful for simulations, | ||
| + | This converts video streams into usable data for interactivity. | ||
| ===== Common Techniques ===== | ===== Common Techniques ===== | ||
| Line 209: | Line 232: | ||
| - | ===== Rendering ===== | ||
| - | Rendering is done in a **Render** TOP. | ||
| - | Basic setup involves the 3D COMPS **Cameras, Geometry and Light** to bring the SOP chain operating on the CPU to the Rendering pipeline operating on the GPU and rasterize the content. | ||
| - | Add **In** SOPS in the **Geometry** op to send a chain of SOPS into it. | ||
| - | |||
| - | The display and render flags tell the rest of the network whether the node should be used in the rendering process and displayed in the viewer. | ||
| - | |||
| - | You can also take the output of your last (preferably **null**) operator in the SOP chain and right click > COMP > Geometry to automate a lot of the process. | ||
| - | |||
| - | You can put multiple things in a geometry comp with the display flag ON but it's best practice to keep just one item per geometry to have a cleaner network. | ||
| ===== Useful Tools ===== | ===== Useful Tools ===== | ||
| - | ==== Optical Flow ==== | ||
| - | |||
| - | This operator calculates the motion vectors inside a video stream and codes it to the Red and Green channels. | ||
| - | |||
| - | This converts video streams into usable data for interactivity. | ||
| - | The data can be plugged into particle systems, fluid systems or any other creative content that accept data as input to react upon. | ||
| ==== Output ==== | ==== Output ==== | ||
| Line 246: | Line 253: | ||
| ===== Useful tips ===== | ===== Useful tips ===== | ||
| - | === Using null === | ||
| - | |||
| - | When creating a network of nodes, add null operators at strategic checkpoints. This way you can reference these null " | ||
| - | |||
| - | TOPs have a display flag at the bottom right which can be turned on to toggle a preview in the background of the network editor. | ||
| - | |||
| - | Use **Select** CHOPs to extract different channels from your other CHOPS to use them in the network. | ||
| - | |||
| - | ---- | ||
| - | |||
| - | === Referencing a parameter - Dynamic links === | ||
| - | |||
| - | * Select the CHOP and toggle the display with the **+** in the bottom right | ||
| - | * Select the TOP to link to parameter | ||
| - | * Drag & drop from the CHOP into the parameter | ||
| - | * Select Reference type (Most of the time it's CHOP Reference | ||
| - | |||
| - | You can also drag an entire CHOP into a CHOP to TOP operator to reference it. | ||
| - | |||
| - | ---- | ||
| COMP Buttons and sliders can be connected to Null operators to toggle them into run mode and handily display their output. | COMP Buttons and sliders can be connected to Null operators to toggle them into run mode and handily display their output. | ||
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| Instancing is done in the **Geometry** Comp under the tab of the same name. Reference another SOP in there and play around with the points. | Instancing is done in the **Geometry** Comp under the tab of the same name. Reference another SOP in there and play around with the points. | ||
| - | ===== Creative Tips ===== | ||
| - | |||
| - | Repetition of small processes (as basic as drawing a circle at every point of a circle) can make some very rich designs. | ||
| - | Overlapping content also enriches designs. | ||