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Compute Particle System v2.0

Hi there,

I've made a new example how to build a particle system using a compute shader in TouchDesigner. This one is based on instancing and uses a heightmap for the particle to collide with. I tried to explain everything as much as possible using little textDATs docked to most components. Also the shaders are full of comments, so hopefully this is helpful for all diving into GLSL.

The component also includes a beautiful depth of field shader by Martin Upitis.
Perfectly ported to TouchDesigner by Shandor Chury (www.ovvo.studio)
https://forum.derivative.ca/t/swaggy-bokeh-physically-accurate-dof/9083

Hope you all like it :)
Cheers,
tim

ps. there is a backward compatibility problem with the transformCHOP, so the 2.0.tox doesnt work in the experimental builds (+30000), please download the 2.1.30000.tox when using this build.