Table of Contents

TouchDesigner

Personal knowledge base for rapid re‑entry into TouchDesigner after long breaks.

Resources & Onboarding

TouchDesigner uses node‑based workflows where data flows through operators (OPs) that cook when needed.

Interface Essentials

Global UI

Viewer Interaction

Buttons in the bottom right of OPs

Panes & Layout

Mouse Controls

Keyboard Shortcuts

(Shortcuts only work with the cursor in the Network Editor, and are case sensitive - careful with CAPS LOCK).

Operators & Network Logic

Operator Families

Dark-colored OPs are generators.

Cooking, Push/Pull Logic, Performance

Use nulls, selects, Resolution TOP, and Cache Select to avoid unnecessary cooking.

Network Hierarchy & Navigation

Flags, Viewers & Info

Parameters & Editing Tricks

Signal Flow & Data Types

TouchDesigner mixes several structures:

Important relationships:

Rendering Workflow

SOP → COMP → TOP Pipeline

Render TOP Fundamentals

– Camera

  – Geometry COMPs  
  – Lights  
* End with a null TOP for stability.

Cameras, Lights, Environment

Common Rendering Patterns

Output Pipeline

Window COMP

– Monitor

  – Opening Size  
  – Borders  

Perform Mode

Tips, Tricks & Best Practices

Null Strategy

Select Strategy

Resolution TOP

Useful Python Expressions

Cache & Cache Select

Instancing Workflow

Optical Flow

Common Techniques

Feedback Loops

Trails

Multi-Layer Composite Setups

CHOP-Driven Animation

TOP FX Chains

Source → Level → Blur → Edge → Composite → Null

Creative Notes

OLD VERSION

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

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 Monitor, Opening Size and Toggle the Borders parameters.

Textures

Texturing is done with MAT operators and by sending things into the Color map property.

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.


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.


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.


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.