The first time you use any kind of hardware can be daunting. There are new terms, new techniques, new bottlenecks to your workflow, new people to deal with, and all kinds of crazy things that you maybe never even expected. LED walls are no exception to this.
A tricky topic that most people don’t want to talk about: rates. It can be a personal and touchy topic for even high-end and veteran developers, as if they were going to be judged based on it.
It is pretty common to be on a last-minute gig and need to drum up a bunch of visual effects and looks to fill time during your event or performance or similar. Building these yourself may be the ideal option, but it probably isn’t realistic given the budget and amount of time before the event.
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!
Are you trying to use high quality materials in TouchDesigner? Are you finding your TouchDesigner renders aren’t looking up to snuff? Have you tried jiggling all the cables to no avail? You’re not alone. Many folks have trouble understanding the requirements of a high quality render.
Over the last few weeks you’ve probably been greeted by a new and shiny website for Derivative’s TouchDesigner. It’s been a long time request from users and Derivative have delivered. But why do we need a whole blog post about it? Well there’s a few reasons.