software:touch_designer

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software:touch_designer [2025/12/08 21:28] – [Window COMP] mhsoftware: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:
-    – Camera   +    Camera   
-    – Geometry COMPs   +    Geometry COMPs   
-    – Lights  +    Lights  
   * 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, you can right click in the parameter window for the CHOP → Copy Parameter and then in the destination parameter right click → Paste Reference
 +
 +---- 
 ==== Resolution TOP ==== ==== Resolution TOP ====
   * Drop resolution early to speed up heavy FX.   * Drop resolution early to speed up heavy FX.
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   * ''absTime.seconds'' → time in seconds.   * ''absTime.seconds'' → time in seconds.
   * ''me.digits'' → returns numeric suffix of OP name. Combine with math expression (e.g. ''* -5'') to increment or decrement a parameter as you copy/paste (useful for **Cache Select** building a trail effect for example).   * ''me.digits'' → returns numeric suffix of OP name. Combine with math expression (e.g. ''* -5'') to increment or decrement a parameter as you copy/paste (useful for **Cache Select** building a trail effect for example).
 +  * ''me.parent().width'' or ''.height'' → resolution width/height of the parent comp
  
  
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   * Useful for simulations, particles, reactive systems.   * Useful for simulations, particles, reactive systems.
  
 +This converts video streams into usable data for interactivity.
 ===== Common Techniques ===== ===== Common Techniques =====
  
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-===== 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 ====
  
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 ===== 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 "checkpoints" everywhere else in your project and if anything has to change prior to the checkpoint the reference is still valid. 
- 
-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. 
  • software/touch_designer.1765225704.txt.gz
  • Last modified: 2025/12/08 21:28
  • by mh