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TouchDesigner particleGPU 2022 Update - Tutorial 

The Interactive & Immersive HQ
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Many developers love the power of using the particleGPU component that comes with TouchDesigner. In the latest 2022 update, a lot of features have been improved and changed which means you'll need to re-learn how many of the particleGPU features work. Thankfully, learning these new ways of using it result in a much much more powerful particle system with a lot more interesting behaviours. This video gives you your first steps in understanding all the new features!

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19 июн 2022

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Комментарии : 43   
@scottiefox2525
@scottiefox2525 2 года назад
I've followed your journey over the years, and you still maintain an "all experience" exploration of your tutorials. You consistently hit all audiences. Well done!
@TheInteractiveImmersiveHQ
@TheInteractiveImmersiveHQ 2 года назад
Thanks for the kind words :) My goal is always to try and keep everyone moving through the knowledge. It's not fun if only pros can do it!
@tdvr
@tdvr Год назад
Excellent explanation Elburz of the new system. Very helpful. Thanks so much!
@2011HKG
@2011HKG 2 года назад
Your explanation is very practical and attentive, and I learned a lot. I've spent a lot of time looking for particleGPU 2.0 tutorials, but yours saved me! Love the part where you specifically explain the "concept" , it may seem unremarkable, but it is inspiring for newcomers. :)
@dougjord7833
@dougjord7833 2 года назад
Your knowledge and didacticism are a blessing for us. Thank you, my friend!
@TheInteractiveImmersiveHQ
@TheInteractiveImmersiveHQ 2 года назад
Our pleasure, thanks for watching and supporting :)
@bradonwebb2318
@bradonwebb2318 2 года назад
Nice walkthrough, looking forward to checking out the new version of TD and the GPU particles.
@ethanalloway5946
@ethanalloway5946 2 года назад
Great stuff Elburz!
@TheInteractiveImmersiveHQ
@TheInteractiveImmersiveHQ Год назад
Our pleasure! Thanks for watching :)
@ayoabe
@ayoabe 2 года назад
and just like that the endless possibilities expanded by another 1000x
@jimkuehn
@jimkuehn Год назад
I'm particularly amazed with this tut ;)
@TheInteractiveImmersiveHQ
@TheInteractiveImmersiveHQ Год назад
Glad to hear it! ✨ Thanks for watching :)
@dreamaera
@dreamaera Год назад
never before had I considered a banana matrix, or a teapot made of bananas :D great informative resource also, thank you!
@ionaberesford5840
@ionaberesford5840 10 месяцев назад
This was so helpful, thank you :)
@TheInteractiveImmersiveHQ
@TheInteractiveImmersiveHQ 10 месяцев назад
Glad to hear it! Thanks for watching :)
@lee_sung_studio
@lee_sung_studio Год назад
Thank you. 19:54
@TheInteractiveImmersiveHQ
@TheInteractiveImmersiveHQ Год назад
Our pleasure! Thanks for watching :)
@RusticRaver
@RusticRaver 2 года назад
ok ,that is ultra cool
@bb-kd3pc
@bb-kd3pc 2 года назад
Is there any date for the release of the new optical flow for the GPUparticles?
@menybliss
@menybliss 2 года назад
Great to see the improvement ! it is possible to emit new particle from the same place the old particle was in end of life? like fireworks style
@borjonx
@borjonx 2 года назад
@23:57 “We really do have a teapot emitting particles that are all little tiny bananas”. LOL. Love the silly, very informative videos, 🙏
@TheInteractiveImmersiveHQ
@TheInteractiveImmersiveHQ Год назад
Glad you appreciate it 😂 what's better than learning and having fun? Thanks for watching :)
@kirstyanderson8972
@kirstyanderson8972 Год назад
my default is leaves. i dont seem to have the silly string in materials. Any clues why?
@TheInteractiveImmersiveHQ
@TheInteractiveImmersiveHQ Год назад
If you're on the latest build, there's a few new updates, a new video will be uploaded today showing those, but otherwise the functionality used here will work on your version as well!
@b4rretto
@b4rretto Год назад
Great tutorial! I've a question though: let's say we want to implement collision between particles so they bump on each other. What would be the best approach?
@TheInteractiveImmersiveHQ
@TheInteractiveImmersiveHQ Год назад
Thanks! The best route to go for something like that would probably be found in GLSL compute shaders. For this to function, you need to be able to calculate every particle's relationship to every other particle. The compute shader would allow you to work with the kinds of data and textures required much more easily. That said, you can use the Nvidia Flex series of operators in TouchDesigner to achieve that same kind of effect without the need for all of that advanced knowledge/setup. If you're not familiar with it, Flex is a particle-based physics simulator, so it'd be perfect for that kind of thing. The only potential issue is that you need a PC and an Nvidia graphics card to be able to use it. If you're interested in going that route, here's a couple of videos we did on Nvidia Flex: Nvidia Flex Basics in TouchDesigner: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-keVyiCBHWhI.html Nvidia Flex Emitter and Collision Basics in TouchDesigner: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-F3HgBBCaqyg.html Hope that helps!
@Paul_Various
@Paul_Various 9 месяцев назад
Hi! Super useful tutorial! I would like to ask you if there is a way to transform the result of the particlesgpu into real geometry in order to connect it to a render node. I see that you are using box and geo nodes after the particlesgpu node. I'm wondering if this is the solution but I can figure out how to make it work.
@TheInteractiveImmersiveHQ
@TheInteractiveImmersiveHQ 9 месяцев назад
If you double click on the particlesGPU node to head inside of it, you'll see that there is actually a rendering setup located within it (which is providing the result you see at the output) -- not sure what your intent is, but you might be able to make the modifications you need there. Hope that helps!
@ysy69
@ysy69 4 месяца назад
This was another excellent one. Very much appreciated. I tried your method with Teapot but with a bust of a person. I've been experimenting with the parameters but the particles are not falling in the shape of the bust. It is simply giving a rain like experience without the shape and form of the bust. Does each particle follow the surface of the 3D object or it is just the starting point at the top ? Let me know if I am making sense. Thank you
@TheInteractiveImmersiveHQ
@TheInteractiveImmersiveHQ 4 месяца назад
A couple of things to try here: - First, make sure that you've set the CHOP to TOP's Data Format parameter to RGB. If it's set to the default of R you'll only be utilizing the data from the X axis - Second, the scale of the 3D model you're working with might be bigger than the bounds of particlesGPU. Try adding a Transform SOP before the Null SOP and see if setting the Post Translate X, Y, and Z parameters to Origin, and the Post Scale parameter to Unity makes a difference (these are all located on the Post parameter page). You can also use the settings on the Transform page to try manually adjusting the position/scale. particlesGPU will use the actual points that make up the model to spawn particles, so it should follow the contours of the shape. Hope that helps!
@sthlm_blush
@sthlm_blush Год назад
great vid! Thanks! Really need that info at 20:00. However, do you know if there's a way for the particles not to pop up and pop out, but be static? I can't for the love of it find a setting for it.
@TheInteractiveImmersiveHQ
@TheInteractiveImmersiveHQ Год назад
Our pleasure! So just to clarify, are you looking for the position of the particles to be static rather than moving? You can reduce the amount of movement by adjusting the forces applied to them on the Forces page, but note that they’ll still be subject to the same lifespan/regeneration settings as usual.
@sthlm_blush
@sthlm_blush Год назад
@@TheInteractiveImmersiveHQ Hello! Thanks for taking your time answering! :) With static i mean not drop in and out so much, I think i solved that with Life+Variance. Basically what I want to achieve is the behavior in this video: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-M8X_FFB-ikQ.html 'Drag' in the new particlesGpu doesn't seem to do the same as in the old version from what i can tell? And velocity seem to only move the particles in one way? In the video i reference to the particles seem to move based on the TOP ParticleSource input.
@samzpaul
@samzpaul Год назад
send an email and hope you can have some time to read it when you free. and many thanks for your all videos its make our learning easy.
@jacklinraiden3512
@jacklinraiden3512 Год назад
The ParticlesGPU 1.0 tool can emit particles directly by simply connecting the SOP model to it,but version 2.0 does not have the SOP input port.
@TheInteractiveImmersiveHQ
@TheInteractiveImmersiveHQ Год назад
This is true, however you can still use SOP geometry to emit particles by converting it to CHOP channels and then a TOP texture. ParticlesGPU 2.0 also has built in particle source options that cover a lot of the basic geometric shapes, which can be helpful for situations where complex geometry isn't required.
@aurelienoreo
@aurelienoreo Год назад
Super cool tutorial! Thanks! Would it be possible to apply colours on the particles based on the texture of the 3d emitter ? In other words, could the particles take the colours of their emitter? (not sure, that's very clear, sorry :D )
@TheInteractiveImmersiveHQ
@TheInteractiveImmersiveHQ Год назад
Yes, definitely! In the latest version, there’s an option to set the colors of each particle using a TOP texture, which you can connect to the second input (labelled particleSourceColor). If you were to plug in the texture that you’re using for the particleSource, you could use that same texture to apply colors to the particles. Hope that helps!
@aurelienoreo
@aurelienoreo Год назад
Oh nice! I will try this out, thanks!
@aurelienoreo
@aurelienoreo Год назад
It worked! amazing effect :)
@alexandervaccaro64
@alexandervaccaro64 Год назад
How can I remove this blue box at particles gpu?
@TheInteractiveImmersiveHQ
@TheInteractiveImmersiveHQ Год назад
Great question! The blue box shows the bounds of the particle system, and can be turned off via the Display Bounds parameter.
@alexandervaccaro64
@alexandervaccaro64 Год назад
@@TheInteractiveImmersiveHQ thx 🙌🙌🙌
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