Great tutorial, thank you! Unfortunately you lost me when you made the noise more circular. I followed all the steps but somehow as a result there were just a few toruses ripped out of the path and placed on a big circle with a lot of distance between each instance. If anyone has any solutions please let me know!
Okay after some trial and error I think I found a solution myself and will leave it here just in case someone else runs into the same problem: In the Math that combines the two CHOPs I had to set the Align in the OP tab from automatic to stretch to min/max. Now this does the trick but it somehow screws up the beginning and end of ty so that there is a disconnect in the loop. Putting a filter after the math with the widths around 1 closed the gap in my case. There is probably a better way to fix this but at least it works now :)
Thanks for an informative and useful tutorial. You introduced some new concepts for me which are great to know. I appreciate the detailed descriptions about why you need to do certain things. Kudos!
I use this "OpenGL Shading Language (GLSL)" package that adds GLSL syntax highlighting packagecontrol.io/packages/OpenGL%20Shading%20Language%20%28GLSL%29 There are instructions through that link for how to add it using package control, so you can do it entirely withing sublime text.
As always great tutorial. I really liked your talk about convolution. Sadly I couldn't port the webGL code to my Mac (M1) since it always crashed the system. But I will get back to this tutorial as soon as I get my hands on a good windows PC.
Noted! I don't have easy access to a Mac for testing, but I will solicit feedback from some friends with them in case there's a solution to this crash. I like to make things work cross-platform as much as possible.
@@mamadmadcap Thanks for the note. I sent the example files to a friend with an M1 Mac to test who didn't have an issue. I wonder if there's a point in following the process where it crashes. Do you know where you were in the tutorial when it gives you the error?
@@polyhop Hey Sorry for the late reply. The crash on my side happend always around the 25 min mark. So everytime the glsl code would be able to execute. But lately I had quite a Vulcan Device Error when writing more involved glsl logic in TD.
fantastic tut! thanks! slightly unrelated: my channel switches on math top are inverted by default. like white is OFF... cant find anything in preferences. Is that a me or you thing? lol
Strange! There aren't UI preferences that would let you change the color. As far as I know the way it looks in my tutorial is the way it should look. Could be worth taking a screenshot to the TouchDesigner forum!
if you wanna use this with other .toe projects as a .tox, add selects to the timeline chop and then a math chop to the rangeend select & multiply by 6. that's one way...
very cool and thanks for sharing, this seems to be a pretty advanced tutorial, i am new to touch designer, i got a different result but somewhat similar
good stuff! thank you! I've been using trigger chops and animation comps for years but never once have tried the S Curve. would of saved me so much time......
You'll need to adjust the resolution of "render1" for 1920x1080, and make sure the grid is both set to a 16:9 ratio in size, and the corresponding rows and columns. Additionally your input video will want to be 16:9 aspect. That should at least get you going in the right direction!
@@polyhop thanks! went through the operators, but encountered an issue with the ortho camera, it seems like it needs to be adjusted manually now, but breaks the dynamics when changing font size and so on. Solved with a fit after the in top and changing the render resolution to 16:9!
@@PaulikasKarolis Ah yes you'll need to adjust the camera ortho width too. Was thinking in my head of what would need to change and missed that detail :) Glad you found your way to a solution!
Sure! I actually do this more often these days. Normalize your position values (though ideally keep them aspect correct) so they go from 0-1, and use those with a remap TOP, setting the resolution to match the uv texture, not the source. My recent ASCII Effect tutorial does something similar if you want a reference.
@@polyhop still a beginner so i'm not sure i understand where to use the remap. what i did for the time being and seems to work is normalize my positions without caring about the aspect, then feed my positions to the Top to CHOP that is converting the image. Then just before converting my CHOP back to TOP i used a math to stretch the x values according to the aspect ratio. Will watch the ASCII tut for sure
Thanks a lot I just finished your last tutorial and now there is already a new one :D I really like the way you teach focusing on the teaching new concepts!
Finally got around to working through this tutorial! I'm pretty new to TD and haven't touched it for a few months - but the tut was super easy to understand and well explained - i feel confident knowing what to tinker with to get my desired effect! Thank you so much :)
You can multiply the channels you use to animate the noise by a constant to speed up or slow down the noise without changing your timeline. (Use a Math CHOP)
thx man this help me lot, i learn how do those attractor force whatever in processing, but did not know how it apply into td and how td glsl work, but after u show the node version and text version, i can visualize it now.