Introduction to TouchDesigner 099
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Introduction to TouchDesigner 099

About the Book

This book is a community-driven resource which teaches the fundamentals of TouchDesigner.

Translations

About the Author

Table of Contents

  • Introduction
    • Foreword
    • Foreword by Author
    • What is TouchDesigner?
    • Accessing the book
    • Compiling the book
    • Attribution and Licensing
  • 1 Basics
    • 1.1 Signal Flow and Wiring
    • 1.2 Creating Operators
    • 1.3 Mouse and Keyboard Navigation
    • 1.4 Networks and Paths
    • 1.5 Using an External Text Editor
    • 1.6 Help
  • 2 User Interface
    • 2.1 Parameter Window
    • 2.2 Parameters
    • 2.3 Transport Controls
    • 2.4 Timeline Settings
    • 2.5 Panes
    • 2.6 Palette Browser
    • 2.7 Search Dialog
    • 2.8 Realtime Flag
    • 2.9 Useful Shortcuts
  • 3 TOPs
    • 3.1 Introduction
    • 3.2 Movie In TOP
    • 3.3 Preloading Movies
    • 3.4 Null TOPs and Select TOPs
    • 3.5 Codecs
  • 4 CHOPs
    • 4.1 Introduction
    • 4.2 Communication Methods
    • 4.3 Audio Inputs and Outputs
    • 4.4 Sample Rates
    • 4.5 Time Slicing
    • 4.6 Common Channel Operators
  • 5 DATs
    • 5.1 Introduction
    • 5.2 Communication Methods
  • 6 SOPs
    • 6.1 Introduction
    • 6.2 Rendering
  • 7 COMPs
    • 7.1 Introduction
    • 7.2 Window COMP
    • 7.3 User Interface Components
  • 8 MATs
    • 8.1 Introduction
    • 8.2 Phong, GLSL, and Point Sprite Materials
    • 8.3 UV Maps
  • 9 Python
    • 9.1 Introduction
    • 9.2 Textport
  • 10 Outputting Content for Deployment and Performance
    • 10.1 Perform Mode
    • 10.2 Performing with the Network Editor
    • 10.3 Creating an Output Raster
    • 10.4 Displays, Tearing, and Stuttering
    • 10.5 Edge Blending
  • 11 Optimization
    • 11.1 Introduction
    • 11.2 Finding the Bottleneck
    • 11.3 Using Performance Monitor
    • 11.4 Operator Cooking
    • 11.5 Resolution
    • 11.6 GPU Memory Fragmentation
    • 11.7 Windows System Processes
  • 12 GLSL
    • 12.1 Introduction
    • 12.2 Types of Shaders and Rendering Pipeline
    • 12.3 Debugging
    • 12.4 Shaders in 3D
    • 12.5 Shaders in 2D
    • 12.6 Importing Shaders from Shadertoy
    • 12.7 GPU Particle Systems
    • 12.7 What Next?
  • Credits

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