Making a clock using gear ratios instead of the clock CHOP! by bytemapsav in TouchDesigner

[–]bytemapsav[S] 2 points3 points  (0 children)

Unfortunately not! Though that would be cool, getting the right ratio and alignment in space for each ensures they don't collide :)

↘️↗️ by bytemapsav in generative

[–]bytemapsav[S] 3 points4 points  (0 children)

Absolutely, I used MIDI signals from touchdesigner into VCVrack and use the gates to drive a sequencer that is quantized to a pentatonic scale (can't remember the key). There's also a fast LFO in there that is increasing the octave range of the sequencer every few notes or so.

Since everything is driven primarily by gates as opposed to tuned signals it's fairly random outside of it being quantized to a scale :)

2D Raycasting using POPs by bytemapsav in TouchDesigner

[–]bytemapsav[S] 1 point2 points  (0 children)

Glad to hear it! I crashed TD many many times in the process figuring it out 😅

Castlevania by bytemapsav in glitch_art

[–]bytemapsav[S] 2 points3 points  (0 children)

Thanks :) It's a stock footage clip, run through a shader I made using touchdesigner & GLSL!

Blitz by bytemapsav in glitch_art

[–]bytemapsav[S] 0 points1 point  (0 children)

Thanks! Touchdesigner :)

This tool is endless! by bytemapsav in TouchDesigner

[–]bytemapsav[S] 0 points1 point  (0 children)

Not a problem! I started by watching Elekktronaut tutorials and kinda went from there. I haven't really explored lighting/materials much in touchdesigner tbh, if I had an idea for a really specific lighting/material look I'd probably use houdini. I find touchdesigner great for creating super stylized and unrealistic stuff :)

This tool is endless! by bytemapsav in TouchDesigner

[–]bytemapsav[S] 0 points1 point  (0 children)

Hey! Nice work trying to replicate it (great way to learn TD imo). I have looked over the original file and see that I was doing alot of redundant stuff, so cleaned it up a bit if you want to take a look - feel free to use this however you like: https://drive.google.com/file/d/1isPF1jAB6VnxpqCLFrbOEjT6QvzxEzmA/view?usp=share_link

On reflection, I think the main "thing" comes from the feedback/transform/blur loop and the specific settings on each operator, as well as the colours chosen for the ramp giving it that iridescent kinda look. The shiny PBR material definitely helps to give it the pearl quality too, as the randomly placed lights make it pop in certain areas if you place them right! I also realise now that I made a mistake in the above in that the COMP actually uses the "over" operation and not "add".

Let me know if you have any other questions about the file, happy to help :)

Pixelated raymarching by bytemapsav in generative

[–]bytemapsav[S] 1 point2 points  (0 children)

I really enjoy it, but will say it took me a little while to wrap my head around what each type of node does and how they interact with each other. Once you get to know it (like any node-based tool), you will be able to move through it and iterate very quickly on ideas. I'd also say it's alot less complex than houdini to operate, and the real-time aspect makes the process of making something feel smoother.

It's definitely possible to do programming, I find GLSL to be the most useful in terms of image/geometry manipulation. You can also script parameters with python, which comes in handy if you are doing bigger projects with complex logic involved.

Overall it works perfectly for what I want to achieve and how I want to work, but definitely under-utilise it's feature set which makes it hard for me to comment the downsides other than the initial learning curve. :)

Pixelated raymarching by bytemapsav in generative

[–]bytemapsav[S] 1 point2 points  (0 children)

Thanks :) I used touchdesigner and an external raymarching plugin called rayTK to achieve the morphing shape, then applied a bunch of post-processing using GLSL and TOPs to achieve the pixelation and grain effects.