As the years pass and newer and newer gear comes out, we often have to re-evaluate what we’re using in our installations. Depth sensors are a prime example. The amount of companies that have entered and exited the depth sensors market in the last few years is wild.
We’ve been getting deeper and deeper into the build of our datamoshing component in TouchDesigner. We’re finally digging into GLSL code and porting over the individual examples from our reference material, and by the end of this post, we’ll have a working shader starting to come together!
Datamoshing is a super fun effect to build and has been increasingly finding more creative usages both in real-time and rendered media. In part #1 of this series, we covered the high level implementation approach.
There are many times where we have to deal with large amounts of data in TouchDesigner. Whether you’re working with social media or large data sets provided by clients, you’ve likely experienced how tricky it can be to manage this data in DATs.
Datamoshing is a super fun effect to build and has been increasingly finding more creative usages both in real-time and rendered media. Implementing it can be a bit tricky though and in this 2-part blog series, we’ll look at a fun way you can build a datamoshing effect in TouchDesigner.
While a lot of work happens in real-time, it’s not uncommon that during the design process you’ll want to export still images from your project. These could be for a client review or they could be for internal documentation. Either way, there’s a few useful tricks you can keep in your back pocket!
If you told me a few years ago that you could get a real-time background subtraction with no special camera hardware and it can work just about anywhere, I’d be pretty skeptical. While not perfect by any stretch, Nvidia’s new machine-learning driven background removal is pretty fantastic.
There are tons and tons of tiny technique inside of TouchDesigner that are easy to miss. One of the techniques I find most developers don’t take advantage of is Grouping in SOPs.
Whether you’re an expert or just getting started with interactive development, there are a lot of concepts to keep in mind around your development practice.
Howdy and welcome to part two of The Designer Twins: TouchDesigner and Substance Designer post. In part 1 we got our feet wet with Substance Designer and getting our beautiful materials output. We covered how to export bitmaps of our PBR mps, publishing parameters, and publishing an .sbsar file.
PRESENTATION VIDEO https://youtu.be/DDc9kYXOzco ABSTRACT This project is an interactive video installation that seeks to bring awareness about Filter Bubbles. Those algorithms filter the enormous amount of data available online in order to display only the relevant information to the user.
Substance Designer is a material creation program that doesn’t require knowledge of GLSL. There are loads of free resources for artists and designers which include PBR materials. If it makes sense in your pipeline to use them then have at it (after reviewing the terms of each resource).
Cameras and projectors share a lot of similarities. For audio folks, they have a similar relationship to microphones and speakers. If you’ve got any DJ friends, you’ve likely heard of a story where they plugged their headphones into the mic jack and started yelling!
Tom Sepe has a rich history of making kinetic art starting with building flaming art cars for Burning Man, then creating more permanent installations for Obscura Digital involving the design, fabrication, installation and maintenance of some complex projects like transforming a Tesla Model S into a
The last post in this series was centered around the content types and gears that can be utilized in your fulldome projects (click here for part 1, and click here for part 2!).
In the last post in this series, we talked about fulldome theatres and their inputs and outputs in general and explored a few types of projections. Now that’s just the beginning of working with the fulldome!
In the spring of 2020 Associate Professor of Practice Sven Ortel organized an introductory TouchDesigner workshop for the summer at The University of Texas at Austin. The pandemic and lockdown that ensued forced him to rethink what knowledge and skills would prove most relevant moving forward.
Let your voice be heard about workshop subtitles. Hello, TouchDesigner Users on the earth! We TDSW are organizing super workshops from around the world twice in a month. Half of the workshop recordings have spoken in Japanese.