
This is for the first released track off my upcoming electronic music album that I recorded with a modular synth during the last six months. https://www.youtube.com/watch?v=TGt1wSTwx3M https://www.youtube.com/watch?v=TGt1wSTwx3M

This is for the first released track off my upcoming electronic music album that I recorded with a modular synth during the last six months. https://www.youtube.com/watch?v=TGt1wSTwx3M https://www.youtube.com/watch?v=TGt1wSTwx3M

In this tutorial we break apart 3D objects likes boxes and spheres by using the point data for instancing and combining this data with noise.

One of the things I see often lacking in TouchDesigner work is natural camera movements. To be honest, I rarely see ANY camera movement! Lots of times this works, but many times, a ton of interest and depth can be added to a piece of work by adding camera motion.
안녕하세요, 카로 입니다. 이번 영상에서 Null 오퍼레이터 이용하는 이유를 대해서 설명 합니다. 영상 관련된 블로그 포스트: https://blog.naver.com/swhakim95/222088487242 http://carolinereize.com https://blog.naver.com/swhakim95 https://www.instagram.com/digital.rain/ Music: Jayden Jo https://www.instagram.com/joypark_seoul/

Hi all! Today we've got a great in-depth guest post from Crystal Jow about her process in making this piece of analog-digital hybrid art in TouchDesigner that is audio reactive.

TouchDesigner is well known for always having new features coming out. It's what it makes it the go-to tool for interactive developers who want support for the latest tools and softwares. nVidia Flex integration has just been added to TouchDesigner and it's an exciting way to do fluid simulations.

Hello This is just GLSL TD implementation of wonderful Martins Upitis ( devlog-martinsh.blogspot.com ) physical depth of feel post-processing effect. I tried ot make it as flexible as possible and you can have all the creative options you like. Works best with depth texture and camera of TD.

We’ve all been down the path of asking “Hey, what’s a good 3D file format to use for TouchDesigner?” There are many different paths you can go down based on what kind of 3D software you and your team might be working in or what kind of attributes or features you need to be supported.

Materials in TouchDesigner used to be such a simple decision. You had Phong MAT and Constant MAT. That was most of your decision. Sometimes you might have reached for the Point Sprite MAT in situations with particle systems. But that was it!