TouchDesigner Boids Flocking Tutorial

Project file: https://github.com/DBraun/TouchDesigner_Shared/tree/master/Starters/boids I use a binning technique with GLSL compute shaders to efficiently find each bird’s neighbors so that they can undergo a “flocking” or “boids” algorithm. Additionally, the birds avoid a dynamic 3D object using a 3D Jump Flood Algorithm. When the number of vertices of the “bird” object is very small, I […]

Interactive particles & raymarching (SDF) geometry. TouchDesigner tutorial

Project files and links to all of mentioned resources – https://www.patreon.com/posts/43144103 Extra examples for Patreon supporters only – https://www.patreon.com/posts/43144301 Instanced particles interacted with a surface of raymarched geometry (signed distance function). How to combine two types of approach toward geometry rendering in one scene and make particles fly around SDF of bounce from it. Low-intermediate […]

ParticulesGLSL partie04

Ce tutoriel reprend les fondamentaux des GLSL shader pour gérer les particules dans TouchDesigner et plus particulièrement les Compute Shader. lien vers les projets: https://github.com/jhoepffner/TD_GLSL_Particules

TouchDesigner Tips _03 Compute Shader

An overview of the compute shader in TouchDesigner TouchDesigner 099 64-Bit Build 2020.20020 Write a GLSL TOP: https://docs.derivative.ca/Write_a_GLSL_TOP#Compute_Shaders Compute Shader – OpenGL Wiki: https://www.khronos.org/opengl/wiki/Compute_Shader 00:00 – Intro 00:27 – Pipeline / Purpose 02:34 – GLSL TOP 03:42 – imageStore() 05:35 – Dispatch Size / Local Size 09:30 – texelFetch() 10:38 – Color Buffers 11:57 – […]