Are you curious about working with lasers and want to understand the process? Or do you have a Pangolin Laser System and want to know how to use it in TouchDesigner? It can be overwhelming to know where to start when working with lasers.
In this post, we’re going to be having fun playing with some GPU particles and optical flow in TouchDesigner, with a few easy tricks. Using only a few nodes in the network, I’ll show you how to create a particle system that responds to the motion of an incoming regular old RGB camera.
In this blog, I'll show you how to make trails and RGB trails inside of TouchDesigner using Cache TOP. To continue reading this post, click here.
The simulation of fluids in computer graphics is an incredibly complex and interesting topic, and one that has the potential to generate some equally impressive and beautiful outcomes.
Something I get asked a lot as a TouchDesigner developer is how to make quick and easy content. A lot of times I see people overcomplicate it, and ignore the pre-built tools that are available.
Unreal Engine can now both receive and send DMX, allowing it to be used for ultra realistic previz and testing or even for controlling fixtures in real-time.
Digi Lab 1: TouchDesigner Workshop MUTEK.JPとDerivativeの共催による、本年度のTouchDesignerワークショップの開催をお知らせします。今年はCCBTにて対面形式で行います。 TouchDesignerは、あらゆるインタラクティブ体験のために設計されたビジュアル・プログラミング・プラットフォームです。TouchDesignerのルーツはライブ・パフォーマンスのためのリアルタイム・ビジュアルであり、今日もこのジャンルのアーティストのためにその役割を担っています。
Feedback, when combined with particle systems, can generate some incredible visual results. With a few operators, you can generate simple trails that trace the trajectory of each particle to smoke-like clouds that look as though they've been emitted by the particles as they move.