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software:touch_designer [2024/07/16 09:56] – [Rendering] mh | software:touch_designer [2025/03/24 10:04] (current) – [Nodes] mh | ||
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====== Touch Designer ====== | ====== Touch Designer ====== | ||
- | * [[https:// | + | |
- | * [[https:// | + | |
===== Knowledge ===== | ===== Knowledge ===== | ||
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==== Mouse movement ==== | ==== Mouse movement ==== | ||
- | * '' | + | |
- | * '' | + | * **'' |
- | | + | * **'' |
==== Nodes ==== | ==== Nodes ==== | ||
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Viewers can be toggled **Active** with the button on the bottom right. This locks their position and enables to move the content around in the preview panel to highlight details of its processing. This does not affect its output. | Viewers can be toggled **Active** with the button on the bottom right. This locks their position and enables to move the content around in the preview panel to highlight details of its processing. This does not affect its output. | ||
- | '' | + | **'' |
For each Operator hitting the ''?'' | For each Operator hitting the ''?'' | ||
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* **MAT:** **MAT**ERIAL OPERATOR - Yellow - | * **MAT:** **MAT**ERIAL OPERATOR - Yellow - | ||
+ | <WRAP INFO> | ||
The darker colors in all families are generators. | The darker colors in all families are generators. | ||
+ | </ | ||
---- | ---- | ||
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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. | 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. | + | 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. | 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. | 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 ===== | ||
+ | |||
+ | ==== 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 is done by using the **Window** COMP. | ||
+ | |||
+ | You can open as a separate window or in perform mode. | ||
+ | |||
+ | Tweak the // | ||
==== Textures ==== | ==== Textures ==== | ||
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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 " | When creating a network of nodes, add null operators at strategic checkpoints. This way you can reference these null " | ||
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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. | ||
+ | |||
+ | ---- | ||
+ | |||
+ | === Using Resolution TOP === | ||
+ | |||
+ | It's good practice to work in lower resolutions until you need to up the resolution with a **Resolution** TOP. | ||
+ | |||
+ | When using source loops into TOP Fx chains it's handy to pass them through a Resolution TOP and lower them down to half res to improve performance. | ||
+ | |||
+ | ---- | ||
+ | |||
+ | === Useful python expressions === | ||
+ | |||
+ | * '' | ||
+ | * '' | ||
+ | * '' | ||
+ | |||
+ | ---- | ||
+ | |||
+ | === Using the Cache TOP === | ||
+ | |||
+ | Be wary of the frame count when using the **Cache** TOP as it is essentially what uses the most GPU memory. | ||
+ | |||
+ | It's best to use a **Cache Select** TOP rather than using the Output Index of the **Cache** TOP. They will have very small cook times and be totally free in terms of GPU memory as they will reference the images that are already in memory through the **Cache** TOP. | ||
+ | |||
+ | Use the **Reorder** top in conjunction with **Cache** and **Cache select** to create some nice RGB trailing effects | ||
+ | |||
+ | ---- | ||
+ | |||
+ | === Working with instancing === | ||
+ | |||
+ | When working with instancing take care that the length match. For example if your SOP null has 40 points, then the CHOP you use on it should have 40 samples. | ||
+ | |||
+ | 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. |