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software:touch_designer [2024/07/17 15:01] – [Useful tips] 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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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 ==== | ||
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* '' | * '' | ||
+ | * '' | ||
+ | * '' | ||
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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. | 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. |