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.
https://www.youtube.com/watch?v=gkisf1CYj3A false Comunicacion bidireccional entre Touchdesigner y Resolume. Para enviar contenido visual y tener control de parametros de un programa a otro. En Resolume se agregan archivos .dll, con 4, 8, 12 y 16 dummy parameters.
We’ve all been in installations where you need to send textures between apps or process. It may be because of limitations of a process, maybe because we’re using different apps to do different processes.
Something I hear often is the difficulty in doing TouchDesigner blob tracking. “It’s too slow!” or “the tracking isn’t working!” or “I don’t know how to use it!”.
Introduzione a TouchDesigner - Bologna TouchDesigner e’ uno degli ambienti di sviluppo a “NODI” logici, leader di mercato in campo mondiale, per la creazione di SISTEMI INTERATTIVI in tempo reale multimediali, dedicati al mondo dello spettacolo e dell'arte performativa.