From the course: TouchDesigner & Unreal: Interactive Controllers
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Particles: Instancing, part 3
From the course: TouchDesigner & Unreal: Interactive Controllers
Particles: Instancing, part 3
- Now that we've got our particle SOPs all setup and working, we have our control working with them and we got our different attributes that we've set in our point SOP, it's time to take this information as point and turn it into CHOPs, because that's how the instancing in TouchDesigner works. And it's a unique way of doing things and you'll get the hang of it once we look at how this flows. So first thing we want to do is I want to lay down a SOP to CHOP, so we're in our CHOP areas and I'm going to type SOP, SOP 2, and what we want to do is it's looking for a SOP, so I'm going to type out one, which is the null, where my point data is coming in and hit play. Okay, and you can see that it got populated with some information and then it all left. So as I move my finger on the iPad, we're actually generating particles. And then those particles, their TX, TY and TZ here are getting represented as one point per sample over time. So every point down here, you see this one up to, let's say,…
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Contents
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OSC overview2m 23s
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(Locked)
TouchOSC layout6m 21s
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OSC input component7m 17s
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(Locked)
Controlling objects with OSC6m 13s
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(Locked)
Particles: Instancing, part 16m 14s
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(Locked)
Particles: Instancing, part 26m 31s
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Particles: Instancing, part 39m 22s
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Particles: Instancing, part 43m 42s
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Particles: GPU, part 15m 28s
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(Locked)
Particles: GPU, part 22m 51s
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(Locked)
Particle type switching with OSC5m 21s
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