software:touch_designer

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software:touch_designer [2025/12/02 10:30] – [Viewer Interaction] mhsoftware:touch_designer [2025/12/02 10:38] (current) – [Essential Tools & Best Practices] mh
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   * “?” in parameter window → operator wiki page.   * “?” in parameter window → operator wiki page.
  
-===== OLD VERSION =====+==== Parameters & Editing Tricks ==== 
 +  * Middle-click/hold a parameter to adjust increments. Slide Left / Right to increase/decrease 
 +    * Use on name of parameter to affect all values simultaneously.  
 +  * Drag CHOP channels into parameters: 
 +    * CHOP references   
 +    * Export bindings   
 +  * Drag CHOPs onto TOPs to convert.
  
 +===== Signal Flow & Data Types =====
  
-==== Nodes ====+TouchDesigner mixes several structures: 
 +  * TOPs → images (resolution-dependent) 
 +  * CHOPs → channels (sample rate–based) 
 +  * SOPs → points/geometry 
 +  * DATs → strings/tables
  
-Even though the operators have 3D Previews, behind the scenes it is just data being visualized differently.+Important relationships: 
 +  * Instancing: SOP point count = CHOP sample count. 
 +  * CHOPs depend on FPS; TOPs depend on resolution. 
 +===== Rendering Workflow =====
  
-Viewers can be toggled **Active** with the button on the bottom rightThis locks their position and enables to move the content around in the preview panel to highlight details of its processingThis does not affect its output.+==== SOP → COMP → TOP Pipeline ==== 
 +  SOPs exist on CPU → piped into Geometry COMP. 
 +  * Camera and Light COMPs define render scene. 
 +  * Render TOP outputs a 2D texture.
  
-From the top menu Help > Operator Snippets opens up a floating window with many examples and notes on each operator and how to use them.+==== Render TOP Fundamentals ==== 
 +  * Inputs: 
 +    – Camera   
 +    – Geometry COMPs   
 +    – Lights   
 +  * End with a null TOP for stability.
  
-The Palette also bundles a list of "premade" components that can be drag & dropped into the networkDouble-clicking on them will open up their internal networks to understand how they are built.+==== Cameras, Lights, Environment ==== 
 +  * Keep one object per Geometry COMP when possible. 
 +  * Cameras operate like standard 3D transforms. 
 +  * Light types: Point, Spot, Directional.
  
 +==== Common Rendering Patterns ====
 +  * SOP chain → Null SOP → Geometry COMP  
 +  * Geometry → Render TOP → Composite/FX  
 +  * Use Select TOPs to inspect interim results.
  
 +===== Output Pipeline =====
  
-=== Keyboard Shortcuts ===+==== Window COMP ==== 
 +  * Main operator for projection/output. 
 +  * Settings: 
 +    – Monitor   
 +    – Opening Size   
 +    – Borders  
  
 +==== Perform Mode ====
 +  * Enter using **''F1''**.
 +  * Layouts may scale differently; test UI carefully.
  
 +===== Tips, Tricks & Best Practices =====
  
-=== Parameters ===+==== Null Strategy ==== 
 +  * Use nulls at key checkpoints. 
 +  * Reference nulls elsewhere to avoid breaking chains.
  
-Every node has parameters that can be manually controlled, tied to UI, scripted, etc.+==== Select Strategy ==== 
 +  * Extract channels with Select CHOPs. 
 +  * Organizes complex CHOP data streams.
  
-Right click on a node gives the option to open a floating parameter window.+==== Resolution TOP ==== 
 +  * Drop resolution early to speed up heavy FX. 
 +  * Increase resolution at end of chain.
  
-When editing a parameter (e.g. speed on a moviefilein) ''MIDDLE MOUSE'' click and hold on the **value** will open hover menu where the increment can be changedWhile holdingwhen selecting an incrementsliding left and right will decrement/increment the value by the given increment. (Also works with a ''LEFT CLICK'' and hold but the hold is a little longer).+==== Useful Python Expressions ==== 
 +  * ''absTime.frame'' → integer frame counter. Combine with math expression (e.g. ''* 0.5''to control speed. 
 +  * ''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 trail effect for example). 
 + 
 + 
 +==== Cache & Cache Select ==== 
 +  * Cache TOP stores multiple frames (heavy on VRAM). 
 +  * Cache Select references those frames without extra memory. 
 +  * Pair Cache + Reorder TOP for temporal RGB shifting. 
 + 
 +==== Instancing Workflow ==== 
 +  * Match SOP points to CHOP samples. 
 +  * Enable instancing in Geometry COMP → Instance tab. 
 +  * Positionscalerotation via CHOP channels. 
 + 
 +==== Optical Flow ==== 
 +  * Outputs motion vectors (R = X velocity, G = Y velocity). 
 +  * Useful for simulations, particles, reactive systems. 
 + 
 +===== Common Techniques ===== 
 + 
 +==== Feedback Loops ==== 
 +  * Feedback TOP + Transform + Composite. 
 +  * Use Resolution TOP to prevent GPU overload. 
 + 
 +==== Trails ==== 
 +  * CHOP Trail for numeric history. 
 +  * TOP composite trails for visual streaks. 
 + 
 +==== Multi-Layer Composite Setups ==== 
 +  * Composite TOP blends layers using Over, Add, Screen, etc. 
 + 
 +==== CHOP-Driven Animation ==== 
 +  * LFO, Noise, Trigger CHOPs for dynamic control. 
 +  * Export or reference in parameters. 
 + 
 +==== TOP FX Chains ==== 
 +  * Common structure: 
 +    Source → Level → Blur → Edge → Composite → Null   
 +  * Keep heavy FX at low resolution. 
 + 
 +===== Creative Notes ===== 
 +  * Repetition of simple forms builds complex visuals. 
 +  * Overlapping translucent layers enrich motion and depth. 
 +  * Vary timing, resolution, and color to create dynamic energy. 
 + 
 +===== OLD VERSION =====
  
-When a parameter has two values that you would like to increase/decrease equally this technique can be applied on the name of the parameter. 
  
  
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 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. 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.
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-=== Useful python expressions === 
- 
-  * ''absTime.frame'' will use the frame count to increment the parameter this expression is used on. Use math expression behind such as ''* 0.5'' to slow down (or speed up) 
-  * ''absTime.seconds'' like the above but slower 
-  * ''me.digits'' will return the digit (auto incremented) in the operator name. You can associate it with a math expression such as ''* -5'' to automatically increment or decrement a parameter as you copy/paste (useful for **Cache Select** building a trail effect for example). 
  
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  • software/touch_designer.1764667824.txt.gz
  • Last modified: 2025/12/02 10:30
  • by mh