@okamirufu.vizualizer (Spectral point cloud workflow in ~Touchdesigner) Video by TouchDesigner Alchemist
My Notes: Spectral point cloud workflow in ~Touchdesigner
I started with a simple video loop in a Movie File In. This feeds straight into a Fit TOP, which I resized to a custom 200 by 200 resolution using 32-bit float for that ultra-high-precision data. Then comes the feedback loop. I’ve got a Level set to 0.3 opacity running into an Edge TOP to grab those contour highlights, merging it all back with a Comp set to Add. Crucial step here: I dragged the Comp back onto the Feedback to close the loop.
To visualize this, I turned the texture into data with a TOP to CHOP, tweaked the intensity range in a Math CHOP to 1.2, and aligned the samples with a Shuffle. For the structure, I used a Grid SOP matching that 200 by 200 resolution perfectly. I stripped out just the tx and ty position data, then created a tz channel from the texture’s red channel to control the Z-depth extrusion.
I merged all those coordinates together and used them to instance a tiny 0.014-sized Rectangle SOP on a Geo COMP. I mapped position, scale, and color directly from that data so everything moves with the video. Then, I set up a Camera and a Render TOP at 720 by 1280.
Now for the spectral magic. I have a Cache TOP storing frames, and three separate Cache Selects pulling data from the past—specifically frames -30, -15, and -5. I used a Reorder TOP to split those different timeframes across the R, G, and B channels. Finally, I boosted the Brightness to 1.63 and Gamma to 1.49 in a Level, and boom, you’ve got this insane spectral cloud effect. Ridiculously easy.
#okamirufu #visualartist #newmediaart #audioreactive
Instagram by: TouchDesigner Alchemist (@okamirufu.vizualizer)
Source: https://www.instagram.com/reel/DTwIlKHAvKi/?igsh=MWp1dXNqdjNkZTJxMw==