![threedashes](/img/default-banner.jpg)
- 15
- 276 186
threedashes
Приєднався 17 січ 2007
fxhash projects — with Yi-Wen Lin
A chat with Yi-Wen Lin about his first eight projects on fxhash, including Hex, Maze and Strands.
fxhash profile: www.fxhash.xyz/u/Yi-Wen%20LIN
Twitter: yiwen_lin
00:00 - Intro
00:33 - Discovering fxhash
01:44 - Circles
03:43 - Threads
06:32 - Reception
07:48 - Excursion
10:02 - Hex, Maze, Labyrinth
16:25 - Canvas or WebGL
18:45 - Rubik's Cube
20:52 - Strands
22:52 - Artists getting paid
26:46 - Discussing the current frenzy
31:42 - Printing
34:29 - Outro
fxhash profile: www.fxhash.xyz/u/Yi-Wen%20LIN
Twitter: yiwen_lin
00:00 - Intro
00:33 - Discovering fxhash
01:44 - Circles
03:43 - Threads
06:32 - Reception
07:48 - Excursion
10:02 - Hex, Maze, Labyrinth
16:25 - Canvas or WebGL
18:45 - Rubik's Cube
20:52 - Strands
22:52 - Artists getting paid
26:46 - Discussing the current frenzy
31:42 - Printing
34:29 - Outro
Переглядів: 5 804
Відео
Dragons : fxhash - with William Mapan
Переглядів 4,7 тис.2 роки тому
A chat with William Mapan about Dragons, a few days after the release of the project on fxhash. Dragons - fxhash: www.fxhash.xyz/generative/slug/dragons William Mapan - Twitter: williamapan 00:00 - Intro 01:20 - Discovering fxhash 02:40 - Early process 05:34 - Creative routes 07:05 - Posting progress 11:07 - Project name 11:44 - Canvas or WebGL 14:50 - Shadows 17:53 - Launch / Deman...
TouchDesigner Tips _05 Replicator + Trigger
Переглядів 15 тис.3 роки тому
A quick tutorial showing how to trigger animations at different times or events with the Replicator COMP and the Trigger CHOP. Instagram: threedashes Audio Track: Arctic Monkeys - Do I Wanna Know? ua-cam.com/video/bpOSxM0rNPM/v-deo.html Thanks @cutmod for the snippet with the Replicator Callback DAT forum.derivative.ca/t/replicator-and-automatic-connection/5410/5
TouchDesigner _06 Fluid Simulation
Переглядів 62 тис.3 роки тому
Fast Fluid Dynamics Simulation in TouchDesigner. 00:00 - Intro 01:00 - Block Out 02:15 - Sizes 04:00 - Splat Color 07:55 - Mouse Coordinates 09:25 - Splat Velocity 11:10 - Curl 13:45 - Vorticity 17:00 - Divergence 18:30 - Clear Pressure 20:15 - Pressure 21:45 - Gradient Subtract 22:55 - Advect 26:20 - Adjustments 27:45 - Outro Instagram: threedashes Jos Stam - Real-Time Fluid Dyna...
TouchDesigner _05 Gradient Waves
Переглядів 26 тис.3 роки тому
Gradient colours, blend modes, GLSL and lots of noise TouchDesigner 099 64-Bit Build 2020.23680 00:00 - Intro 00:45 - Konami! 01:10 - Examples 01:24 - Grid 02:23 - Displacement 07:15 - Time / Speed 08:14 - Colours 13:50 - Grain 15:56 - Overlay 16:45 - Outro Instagram: threedashes
TouchDesigner _04 Sliced Type
Переглядів 25 тис.4 роки тому
Audio reactive sliced text, kinetic typography, noise, masks, no glsl TouchDesigner 099 64-Bit Build 2020.23680 00:00 - Intro 00:45 - Text Mask 04:28 - Displace 07:50 - Sound 09:15 - Snare Detection 11:19 - Swap Text 13:22 - Refinements 14:52 - Outro Instagram: threedashes
TouchDesigner Quick Start Guide
Переглядів 20 тис.4 роки тому
A practical introduction to TouchDesigner for beginners covering the different types of operators, commonly used keyboard shortcuts and how to move around the interface. TouchDesigner 099 64-Bit Build 2020.23680 00:00 - Intro 00:38 - Getting Started 01:44 - SOP 07:13 - CHOP 13:30 - TOP 17:08 - Palette 18:17 - DAT 20:20 - Rendering Setup 21:42 - MAT 22:50 - Outro Get TouchDesigner: derivative.ca...
TouchDesigner _03 Curl Noise
Переглядів 52 тис.4 роки тому
Boxes swirling with curl noise, geometry instancing and compute shader TouchDesigner 099 64-Bit Build 2020.20020 Peter Werner - Intro to Curl Noise: petewerner.blogspot.com/2015/02/intro-to-curl-noise.html cabbibo - glsl-curl-noise: github.com/cabbibo/glsl-curl-noise/blob/master/curl.glsl Inigo Quilez - useful little functions: iquilezles.org/www/articles/functions/functions.htm 00:00 - Intro 0...
TouchDesigner Tips _03 Compute Shader
Переглядів 8 тис.4 роки тому
An overview of the compute shader in TouchDesigner TouchDesigner 099 64-Bit Build 2020.20020 Write a GLSL TOP: docs.derivative.ca/Write_a_GLSL_TOP#Compute_Shaders Compute Shader - OpenGL Wiki: 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 11:5...
TouchDesigner Tips _02 Script SOP
Переглядів 8 тис.4 роки тому
How to create geometry from scratch using the Script SOP. Points, polygons, primitives, faces, attributes and custom setup parameters. TouchDesigner 099 64-Bit Build 2020.20020 00:00 - Intro 01:48 - Setup 03:25 - Tube Segments 04:24 - Points 06:50 - Primitives 13:54 - Custom Parameters 18:24 - End Caps 24:34 - Normals 27:48 - Outro Instagram: threedashes
TouchDesigner Tips _01 UV Unwrapping
Переглядів 10 тис.4 роки тому
Unwrap a SOP into the UV coordinate space with GLSL MAT. TouchDesigner 099 64-Bit Build 2020.20020 Volcano - Poly by Google: poly.google.com/view/dwSigTeSMCo Ambulance - Poly by Google: poly.google.com/view/8NOFImgkI5N Instagram: threedashes
TouchDesigner _02 Audio Reactive Low Poly
Переглядів 12 тис.4 роки тому
Facet, primitive, flat shaded, audio spectrum, resample. TouchDesigner 099 64-Bit Build 2019.33840 outlines by Lukasz Karluk: www.julapy.com/work/outlines/ Volcano - Poly by Google: poly.google.com/view/dwSigTeSMCo Instagram: threedashes
TouchDesigner _01 Engraved Lines [2 / 2]
Переглядів 6 тис.4 роки тому
Engraved lines, hashed lines, thick lines, stroke raster, Rutt/Etra video synthesizer. Geometry instancing and GLSL material. TouchDesigner 099 64-Bit Build 2019.33840 Based on MAILMAN: mailman.acervo.studio/ Instagram: threedashes
TouchDesigner _01 Engraved Lines [1 / 2]
Переглядів 18 тис.4 роки тому
Engraved lines, hashed lines, thick lines, stroke raster, Rutt/Etra video synthesizer. Geometry instancing and GLSL material. TouchDesigner 099 64-Bit Build 2019.33840 Based on MAILMAN: mailman.acervo.studio/ Instagram: threedashes
BiteyCastle - 30 Shorts in 30 Days - Beach
Переглядів 1,7 тис.8 років тому
Created by Adam Philips - BiteyCastle www.bitey.com/30.html I am just a fan.
I wondered how this can be modified to accept multiple input points, I can't get it to work.
Hey great tutorial, also great seeing someone use more complex things like the glsl material. It would be very cool though if at the beginning you'd briefly explain what exactly you are trying to do, ie. say I think this effect can be done by applying a color gradient to a moving grid or smth like that. That would make the tutorial easier to follow bc now it took me quite some time to exactly understand what you are trying to do. Anyways keep up the great work
I dont understand, at 8 minutes i have copy paste what u have written, and save the file. and copy the path, my computer dont find it. and by the way, it also don t put everything incolor or display like on ur screen
Stil having troubles at the end, when dragging advectVelocity nullTop onto feedback before velocityGLSL. when doing is i end up having the simulation but it's so pixelated and not looking correct :(
Brilliant and succinct. thank you so much!
I had to redo it from scratch a second time. I have no idea what the mistake was the first time but I ended up getting a very intense noise in one of the feedback nodes. Finally got it working and can't thank you enough! Awesome tutorial
same here, did it happen when dragging advectVelocity onto Feedback before velocityGLSL node???
@@ottonik8605 After some thought I think it was not having the right pixel format in one of the nodes. If you're following along it can be easy to miss
@@raf22nd ok thanks! going to check that! but would make sense tho :)
yeah, i also redid it from scratch, however still having the same problem that one feedback is not working how it should be. Would you be interested in dropping your file? :)
@@ottonik8605 sure thing, where do I drop it?
The glsl compile error 1-CPU cook time not measure on previous cook 2- (7 line pixel shader)- error: project1/glsl1_pixel11: color undeclared identifier Thank You! If you can help me!
u're the one!!
looks amazing going to try it good wrok
is it necessary to make triangles? why not just make quads?
great tutorial and great for building off of thank you!
Hello everyone, would it be possible to add a second point of interaction?
im trying to connect this to Kinect and I am struggglinggggggg
Have you worked it out?
I wanted to do something similar hahah
pretty easy just change the mousex and mousey to the data you gettin out of kinect chop
I got there in the end 😂
@@waveboi93 nice, does your patch work? currently on it and having troubles which the feedback he does at the very end of the tut... only getting weird output when dragging advectVelocity onto feedback before velocity GLSL
Great tutorial! Learned quite a bit even though it moved a little fast for me. Would have been extra special if the sample file was included.
Very well made, logical structured overview. Mny THX.
amazing tutorial. question here, how do you address "banding" in the gradient when changing this content to higher resolutions?
Thank you so much for sharing! This one was a though ride for me, but you did a great job - appreciated!
my sequence patch for the clear pressure is not showing, the feedback and the null pressure don't show the moving circle, this is the only thing missing, don't know where the error is, could you help me???? thank you! Edit: I did it!!!!!!!! I discover the errors and was able to complete the full tutorial, i spend the last 12 hours eating ice cream and figuring out this until I finally resolved it. Now I will learn how to use a kinect to be able to control it with my hand!
I'm having the same issue, what did you do to resolve the error?
I have the same issue, could u share the solution or project file maybe?
hey i saw your comment on Outsandas hand tracking tutorial as well so I suppose that you are trying to adapt this mouse-tracking tutorial to kinect... did it work?
if you were actually able to achieve this please some help will be great? thank you
@@ayeshainaam9270 i was able to use my hand using the webcam of my laptop, it worked!
Following this tutorial I've got stuck on the first curlGLSL it appears an error, "the glsl shader has compile errors" i tripled check the code and it appears everything is correct, it shows red and black squares with the warning. I don't know how to move from there, please help. Thank you.
Hey there! I'm stuck right in the same place :(
same here! solution???
Amazing video! Would you be able to share the toe file for this project?
Very well structured and straight forward tutorial.... You're a great teacher. Thanks for sharing with the community 🙏
wow, so cool.... your teaching is very clear and straight forward... big compliment and many thanks.. I just have a problem left with the resolution. The animation is pixelated, so I don't see the details. Guess, I have to go through it again to see, where the problem is...
Thank you, this is such a nice scene : )
Hey! On both the color and the velocity GLSLs I get the error "'vuV' . undeclared identifier" and 1 compilation error, but I'm pretty sure there are none. However, the color GLSL works fine while the velocity one doesn't.
might just be a case sensitivity thing. try vUV instead of vuV
Hey :) Thanks for this great tutorial! I'd love to finish it but got some trouble at 11:38 I wrote the code uniform sampler2D sColor; inc vec2 vUV; out vec4 fragColor; void main() { TDCheckDiscard(); vec4 color = vec4(1.0); color = texture(sColor, vUV); TDAlphaTest(color.a); fragColor = TDOutputSwizzle(color); } But nothing happen on the colors...Not more visuals and the GLSL1 chop it's now a cylinder red and blue. I use the touchDesigner 2022.33600 could be because of the version of the soft ? Many thanks for any help! cheers
Thank you!
My Wire frame OpenGL Tesselated Wire Frame is not appearing as an option. Any ideas why?
on the expression for scale doesn't work, this is the error: "float() argument be a string or a number, not 'NoneType'". some idea?? :( thanks
I have a question: i was able to make it to 3:47, but on the screen i don't see the grid like in the video, i see a blue and red grid. What do you think is wrong?
Hi ! How I could conect this system to be kinect controlled?
hi were you able to achieve your goal? i am trying the same thing and some help would be great!
howd you get it in such High quality. Im looking for all of them in HD
Nice to meet another fan of 30 Shorts in 30 Days. The only reason I uploaded it here was because it was so difficult to find. I must have dug it up from some archive website, I don't remember now. The originals were made in Flash and scale up quite well.
mmmm snausage
Hey! So this worked for me, I'd like to project this and make it receptive to click and drag and not hover. How do I go about it?
hey! fantastic tut! do you know a method to point to the center of the geo with my camera? I want to use your tech in a setup ultrawide for 3 projectors and I need the cam point to the center of the geo (e.g. when you home the camera, but constantly), lookAt doesn't work cause it doesn't recognize the center of the curl instanced noise. I need to point to the moving center of it, any suggestions? thank you!
that is insane bro
Oh, a Mouse in CHOP. cool. (Sad macOS noises)
Edit: tried doing it with a motion detection thingy ( ua-cam.com/video/ju4F1cGhE6Q/v-deo.html ) And my camera wouldnt work :D :D Saving the project and restarting TD resolved the issue for me, and Mouse In works now as well. On some mac machines, it doesn't, so you might get a neat workaround with your FaceTime camera and aforementioned Tutorial. Fun stuff!
Thank you! This seems amazingly useful, but I'm still struggling with how I can now create 2D TOP textures to apply to the UV map and make. a seamless texture on the sphere. Any tips?
hi, i just did till first part of the coding but i cant find the red mouse point, need help someone
Thanks Elon
Fantastic! Connecting the replicants to comp tip is awesome.
Thanks for sharing!
Thank you so much. What a great tutorial it is.
All good until I add Uniform float Utime; and add + Utime to the curlnoise and then everything stops. Sublime text is highlighting the return values. Really hope someone can help. I know this is a couple of years old. I haven't got a clue how to fix this.
First expression for scale doesnt work. Gone though the tutorial twice and double check the expression at least 10 times. On version 32050. Anyone else had problems?
Got a bit further the only error left is (Parameter: Scale) NameError: name 'index' is not defined (/project 1/primitive1)
Thanks for the reply. Sussit. Just had to change to lower case 'S' for scale.
what i want to make is an audio-responsive gradient.. do u think this is possible?
so awesome to have this accessible and to be able to learn GLSL from this..
Excellent tutorial, thanks for sharing. I really appreciated your approach in demonstrating operator types one at a time then integrating a few of them.
for pasting/checking for misspellings: uniform float uTime; uniform float uDelta; uniform float uVelDamping; uniform float uLifeDamping; uniform vec4 uNoiseFactor; layout (local_size_x = 8, local_size_y = 8) in; vec3 snoiseVec3( vec3 x ){ float s = TDSimplexNoise(vec3( x )); float s1 = TDSimplexNoise(vec3( x.y - 19.1 , x.z + 33.4 , x.x + 47.2 )); float s2 = TDSimplexNoise(vec3( x.z + 74.2 , x.x - 124.5 , x.y + 99.4 )); vec3 c = vec3( s , s1 , s2 ); return c; } vec3 curlNoise( vec3 p ){ const float e = .1; vec3 dx = vec3( e , 0.0 , 0.0 ); vec3 dy = vec3( 0.0 , e , 0.0 ); vec3 dz = vec3( 0.0 , 0.0 , e ); vec3 p_x0 = snoiseVec3( p - dx ); vec3 p_x1 = snoiseVec3( p + dx ); vec3 p_y0 = snoiseVec3( p - dy ); vec3 p_y1 = snoiseVec3( p + dy ); vec3 p_z0 = snoiseVec3( p - dz ); vec3 p_z1 = snoiseVec3( p + dz ); float x = p_y1.z - p_y0.z - p_z1.y + p_z0.y; float y = p_z1.x - p_z0.x - p_x1.z + p_x0.z; float z = p_x1.y - p_x0.y - p_y1.x + p_y0.x; const float divisor = 1.0 / ( 2.0 * e ); return normalize( vec3( x , y , z ) * divisor ); } float parabola( float x, float k ) { return pow( 4.0*x*(1.0-x), k ); } void main() { vec4 p = texelFetch(sTD2DInputs[0], ivec2(gl_GlobalInvocationID.xy), 0); vec4 v = texelFetch(sTD2DInputs[1], ivec2(gl_GlobalInvocationID.xy), 0); vec4 i = texelFetch(sTD2DInputs[2], ivec2(gl_GlobalInvocationID.xy), 0); vec3 pos = p.rgb; vec3 vel = v.rgb; vec3 ini = i.rgb; //position float life = p.a; life -= uLifeDamping; if (life <= uLifeDamping) { life = 1.0; pos = ini; } pos += vel; imageStore(mTDComputeOutputs[0], ivec2(gl_GlobalInvocationID.xy), TDOutputSwizzle(vec4(pos, life))); //velocity vec3 noise = uDelta * uNoiseFactor.x * curlNoise(pos * uNoiseFactor.y + uTime * uNoiseFactor.z); vel += noise * uNoiseFactor.w; vel *= uVelDamping; float size = parabola(1.0 - life, 1.0); imageStore(mTDComputeOutputs[1], ivec2(gl_GlobalInvocationID.xy), TDOutputSwizzle(vec4(vel, size))); }
thank you very much!
First tutorial I could understand. Truly a Quick Start Guide.