Touchdesigner Tip: Normals, inflating and deflating mesh

https://www.patreon.com/c/memoakten for downloads and more.

Hello friends! I’m very happy to drop a new tutorial (and accompanying project file).

This one is a suggestion from one of my IRL students.

In this tutorial, I’ll demonstrate how to create POP particles wiggling around and leaving trails, while being constrained to inside an animated Mesh in Touchdesigner.

We’ll use various techniques including
– Basics of creating a POP based particle system
– Loading an animated mesh (fbx)
– Sprinkle POP to create random points inside a mesh
– Normal POP and Math Combine POP to ‘shrink’ the mesh to ensure the particles are spawned deep inside the mesh and not near the surface
– Noise POP to wiggle the particles around
– Feedback POP to accumulate changes over time
– Ray POP to detect if particles are inside a mesh or not and write to a custom attribute
– Custom attribute to keep track of desired respawn points
– Math Combine POP conditional to check if particles have left the mesh, and to respawn if they have
– Trail POP to leave trails
– Lookup POPs to control the look of trail particles based on age, using Ramp TOP for color and CHOP for scale
– Proximity POP to connect and triangulate nearby particles
– Optimization and performance
– Other tips and tricks

https://www.patreon.com/posts/touchdesigner-to-144231316

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