Difference between revisions of "TouchDesigner learning"
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(→Making buttons) |
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+ | =Time= | ||
+ | === Absolute seconds === | ||
+ | <pre> | ||
+ | absTime.seconds | ||
+ | </pre> | ||
+ | |||
+ | === Absolute frames === | ||
+ | <pre> | ||
+ | absTime.frame | ||
+ | </pre> | ||
+ | |||
+ | === Cycle/loop of frames from timeline === | ||
+ | <pre> | ||
+ | me.time.frame | ||
+ | </pre> | ||
+ | |||
=Making custom interface= | =Making custom interface= | ||
=== Making buttons === | === Making buttons === | ||
+ | |||
+ | More informations: https://vimeo.com/jhoepffner | ||
<pre> | <pre> | ||
// Name of the parent node | // Name of the parent node | ||
Line 23: | Line 41: | ||
=== Get Shadertoy shaders working=== | === Get Shadertoy shaders working=== | ||
<pre> | <pre> | ||
− | // Replace in code void mainImage( bla bla ) by void main() | + | More informations: https://nvoid.gitbooks.io/introduction-to-touchdesigner/content/GLSL/12-6-Importing-Shadertoy.html |
+ | |||
+ | // Replace in code "void mainImage( bla bla )" by "void main()" | ||
+ | |||
+ | // Replace in code "fragCoord" by "gl_FragCoord" | ||
+ | // Carefully add ".xy" when missing ".x" or ".y" after "gl_FragCoord" in "void main()" part | ||
// Then add at top of code: | // Then add at top of code: | ||
Line 32: | Line 55: | ||
uniform float iTime; | uniform float iTime; | ||
uniform float iFrame; | uniform float iFrame; | ||
+ | uniform vec4 iMouse; | ||
// In glsl node: | // In glsl node: | ||
− | // Declare iResolution and iTime | + | // Declare iResolution, iFrame and iTime |
// For iTime: | // For iTime: | ||
absTime.seconds | absTime.seconds | ||
+ | // For iFrame: | ||
+ | absTime.frame | ||
+ | |||
+ | // In glsl code, declare iChannels (iChannel0, iChannel1...) | ||
+ | // For most of the cases, iChannel0 calls a texture, so: | ||
+ | // Replace iChannel0 by sTD2DInputs[0] | ||
+ | // If iChannel0 calls a cubemap: | ||
+ | // Replace iChannel0 by sTDCubeInputs[0] | ||
+ | // If iChannel0 calls a sound, convert sound to CHOP by a null, then: | ||
+ | // Replace iChannel0 by sTD2DInputs[1] | ||
</pre> | </pre> |
Latest revision as of 17:26, 4 February 2021
Contents
Time
Absolute seconds
absTime.seconds
Absolute frames
absTime.frame
Cycle/loop of frames from timeline
me.time.frame
Making custom interface
Making buttons
More informations: https://vimeo.com/jhoepffner
// Name of the parent node parent().name
Rendering
Get resolution from another node
// Get width and height from render1 node op('render1').width op('render1').height
GLSL
Get Shadertoy shaders working
More informations: https://nvoid.gitbooks.io/introduction-to-touchdesigner/content/GLSL/12-6-Importing-Shadertoy.html // Replace in code "void mainImage( bla bla )" by "void main()" // Replace in code "fragCoord" by "gl_FragCoord" // Carefully add ".xy" when missing ".x" or ".y" after "gl_FragCoord" in "void main()" part // Then add at top of code: layout(location = 0) out vec4 fragColor; uniform vec3 iResolution; uniform float iTime; uniform float iFrame; uniform vec4 iMouse; // In glsl node: // Declare iResolution, iFrame and iTime // For iTime: absTime.seconds // For iFrame: absTime.frame // In glsl code, declare iChannels (iChannel0, iChannel1...) // For most of the cases, iChannel0 calls a texture, so: // Replace iChannel0 by sTD2DInputs[0] // If iChannel0 calls a cubemap: // Replace iChannel0 by sTDCubeInputs[0] // If iChannel0 calls a sound, convert sound to CHOP by a null, then: // Replace iChannel0 by sTD2DInputs[1]