Slowing down the feedbackloop! (Without lowering the FPS) - TouchDesigner Tutorial

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  • Опубликовано: 24 окт 2024

Комментарии • 29

  • @knast7093
    @knast7093 4 месяца назад

    Thank you so much for sharing this tutorial! This is amazing 👏

  • @blankensmithing
    @blankensmithing 9 месяцев назад +1

    Hey, great tutorial! Quick rec as well for slowing down the feedback is to right click on a container or base that has a feedback network inside it and select "Add Component Time". This will drop in a base called local. Go inside local and select the Time operator. There's a param called rate which will change the frame rate of the container causing your feedback to run slower. Hope this helps!

    • @DanielSteenhoff
      @DanielSteenhoff  9 месяцев назад

      Hey Torin, thanks for the tip! I'm afraid I haven't been able to get a smooth result lowering the rate of a comp. The thing I try to achieve in this video is lowering the rate of iterations happening, while maintaining a smooth video (in this case 60fps). So the input and output can be high framerate. If I have overlooked something here please tell me as this would be a much more elegant way of doing things :)
      N.b. Others have commented that using a Cache TOP would also work.

  • @markus_knoedel
    @markus_knoedel 10 месяцев назад

    Great tutorial. Hope to put it to good use soon. Thanks.

  • @MichelleCarrasco
    @MichelleCarrasco 8 месяцев назад

    Thankkkkk youuuuu! Amazing tutorial! So usefull and well explained!!!!

  • @jasonb202020
    @jasonb202020 10 месяцев назад

    awesome! heaps of knowledge crammed into 27 minutes 👏👏👏

    • @DanielSteenhoff
      @DanielSteenhoff  10 месяцев назад

      Thanks Jason! That really means a lot :)

  • @yvann.mp4
    @yvann.mp4 7 месяцев назад

    Amazing tutorial, learn so much !!!

  • @pao_olea
    @pao_olea Год назад

    This is gold. Thanks for share.

  • @oluxezer
    @oluxezer Год назад

    Nice tutorial!

  • @RoderickEvers
    @RoderickEvers 6 месяцев назад

    I’m a lazy cunt, but I also believe you should be supported! Great content!

  • @jimdeblock
    @jimdeblock 7 месяцев назад

    Hey Thanks for the lovely tutorial. I have a question. I would like every iteration of the feedback loop to remain longer (to not fade out). any idea how I could achieve that?

    • @DanielSteenhoff
      @DanielSteenhoff  7 месяцев назад

      The simplest way to keep it from fading out is to set the brightness closer to 1. If you set it to 1 it will not fade out, to 0.999 it will fade out 0.001 per frame. Is this what you need? Please let me know!

  • @kenyeresrudi
    @kenyeresrudi 7 месяцев назад

    hi, thank you for the tutorial! Is there a way to fade out the first frames? If adjust the opacity or the brightness in Level TOP it affects only the latter ones while the first ones remain unaffected. Thanks in advance!

    • @DanielSteenhoff
      @DanielSteenhoff  7 месяцев назад +1

      Let's say our initial brightness is 1 and the brightness in the Level TOP is set to 0.9. Every frame we go through the loop our brightness gets multiplied by 0.9.
      So frame 1: brightness is 1
      Frame 2: 1 * 0.9 = 0.9
      Frame 3: 0.9 * 0.9 = 0.81
      Frame 4: 0.81 * 0.9 = 0.729
      Etc.
      This means that the first frames do get affected, but just not as much. You could set the initial brightness lower. So start with 0.8 or something. (You can do this by inserting a Level TOP before the fbloop.
      I hope this clarifies things somewhat. If this didn't help don't hesitate to ask more questions!
      Daniël

    • @kenyeresrudi
      @kenyeresrudi 7 месяцев назад

      @@DanielSteenhoff thanks! In this case each and every repetition will be a little more faded, while i'd like to make it like a loop, where the first instance is fully faded when the 10th appears with full opacity, then coming back. So adding an LFO that drives the opacity of the level TOP that you suggested will do the job! Thanks!

    • @DanielSteenhoff
      @DanielSteenhoff  7 месяцев назад

      You're welcome :)

  • @ellespencer-lewis1015
    @ellespencer-lewis1015 9 месяцев назад

    Great tutorial, thanks! I'm getting a weird pulsating thing happening,. I have a dot tht is using a glsl top to explode out into a shape that is animated in the iTime of the glsl TOP. It seems to expanding and contracting every second in a glitchy way. Any ideas?

    • @DanielSteenhoff
      @DanielSteenhoff  9 месяцев назад +1

      Hmm that's weird. If you send the file to danielsteenhoffb@gmail.com I will gladly look into it :)

  • @antennatrees
    @antennatrees Год назад

    Could a similar method be done using the Cache top?

    • @DanielSteenhoff
      @DanielSteenhoff  Год назад

      Hmm, what approach would you have in mind? Wouldn't it just play the same feedbackloop but just a certain amount of time later? Definitely interested in improving the current system! So if you have a clue about how this would work please do tell!

    • @antennatrees
      @antennatrees Год назад +1

      @@DanielSteenhoff Oh no man, I'm just learning TD right now. I was experimenting with the Cache TOP to slow down Feedback, and it sort of works, but without the fluidity you're getting with your solution. It works similar to like you said in the beginning of the video about turning down the frame rate.
      I was just curious if Cache TOP could maybe be used instead of the individual 32 OPs you chain in series. Whenever I see a bunch of identical OPs chained together to perform an iterative operation I always wonder if there's a more elegant solution. In this case a 3D texture or caching the frames and stepping through them slower.
      I applaud you for finding a solution to slowing down Feedback. It seems like a feature that could/should be built into TD. Not sure.

    • @DanielSteenhoff
      @DanielSteenhoff  Год назад +1

      No worries, and great you're already diving deeper into TD! I will keep the possibility of using the Cache TOP in the back of my mind but currently I can't really see how I would make it work. Someone on discord suggested to use a local COMP and a Time COMP, with this combination you could actually slow the fps of that specific part of your file down, thus slowing down fb in a more simple fashion. I have not actually tried this and don't know how smoothly it works.
      I'm also planning to extend the current system to be able to work on a specific bpm. For this to work it would have to be able to iterate to the next step when it receives a pulse. Sadly I have not yet found the solution to this problem, but this will most likely be using a similar structure to the one in the video, making the local time structure redundant. :)

    • @pantov
      @pantov Год назад +5

      yes, just put a cache and a cache select in the feedback loop. in the cache select put a negative value in the cache index, for example a index of minus4 will give you a 4frame interval between frames. i just tested this because i wasnt 100percent sure, i can share my .toe if u want. groetjes bas (factorysettings)