Thanks for the great tutorial. But I am stuck though. As soon as I assign null3 to the color map of constant1 I generate a cook dependency loop. The render is then showing only the effect from teh ramp top but not the color shadings from the primitive top. I do not know how to fix it but from my logical understanding kind of understand it, as constant1 is an input to null3 already as it is the material of geo1. When I play around with the values for draw or pick priority in the geo1 comp it works as long as I manipulate the value. Do you know what is happening here?
Hey HQ, great tut, saved me a lot ob trial and error. Is there a trick or a tutorial to get the orientation right so my img continues on the geometry? For example: i want to do a animation of the snake game where the snake moves around the cube
Although possible, it's probably something you'd be better off trying to achieve with either TouchDesigner's Cube Map functionality (see the Cube Map TOP: docs.derivative.ca/Cube_Map_TOP) or potentially via geometry instancing. It's unfortunately much more complex than simply applying the same texture to all sides of the cube.
I've found when working with borders from the rectangle TOP, one needs to turn off anti alias on the rectangle otherwise that outside edge of the border has a bit of alpha in it at 1:1 aspect
Hey! Definitely - it actually uses a similar technique but has a few more steps. Take a look at this post from the TouchDesigner forum where Markus Heckmann explains the approach : forum.derivative.ca/t/sops-how-to-unroll-a-curved-plane-into-a-flat-rectangle/318323/2. There’s also a TOX file included with the post which is helpful for seeing the technique in action. Hope that helps!
@@TheInteractiveImmersiveHQ Thanks for your answer! I tried everything in the example but impossible to make it work for now.. every time I import an assemblage of cubes (4-5 cubes side by side, fbx, obj or made in TD), it only gives me the uv map of one single cube. I definitely must be doing something wrong but I don't get it 🥲
unfortunately, my primitive sop never works out the different colors even I typed in exactly same lines... it seems this way only works for boxes, when it gets to the custom models it just simply won't work... thanks any way!
Oh no! What kind of geometry are you passing to it? Maybe it doesn't have more than one primitive (like if it's a single mesh). A good way to check is to middle click on the SOP before the Primitive SOP and see how many primitives it's reporting.
Super cool and useful. I tried this with a sphere but it seems to be more complicated. Anyone manage to find an elegant solution for seamless sphere textures?
Mapping to a sphere is definitely tricky! It's likely going to require a more involved projection mapping technique, like the one covered by Richard Burns here: ruclips.net/video/RmnhU6BHTXY/видео.html. Also worth looking at these forum posts about UVs and seams for spheres: forum.derivative.ca/t/3d-sphere-how-do-i-fix-this-seam-on-my-texture/221408/2, forum.derivative.ca/t/triplanar-texture-mapping/180141/3. Hope that helps!
Hi, you can use the HDRI file in the same way as we do with the banana test image in the second half of the video. You can use a Movie File In TOP, TouchDesigner treats it just like a typical 2D texture.
Many hours and much frustration saved. Thanks as always, Elburz!
Our pleasure, and glad to hear it! Thanks for watching :)
Each of your tutorials is amazing thanks!
Thanks for the great tutorial. But I am stuck though. As soon as I assign null3 to the color map of constant1 I generate a cook dependency loop. The render is then showing only the effect from teh ramp top but not the color shadings from the primitive top. I do not know how to fix it but from my logical understanding kind of understand it, as constant1 is an input to null3 already as it is the material of geo1. When I play around with the values for draw or pick priority in the geo1 comp it works as long as I manipulate the value. Do you know what is happening here?
Hey HQ, great tut, saved me a lot ob trial and error. Is there a trick or a tutorial to get the orientation right so my img continues on the geometry?
For example: i want to do a animation of the snake game where the snake moves around the cube
Although possible, it's probably something you'd be better off trying to achieve with either TouchDesigner's Cube Map functionality (see the Cube Map TOP: docs.derivative.ca/Cube_Map_TOP) or potentially via geometry instancing. It's unfortunately much more complex than simply applying the same texture to all sides of the cube.
I've found when working with borders from the rectangle TOP, one needs to turn off anti alias on the rectangle otherwise that outside edge of the border has a bit of alpha in it at 1:1 aspect
That's a good trick, especially when you're working with rendering things that aren't "content", turning off anti aliasing is generally a good idea.
i guess it is kinda randomly asking but do anybody know of a good place to watch new movies online ?
@Moshe Briggs lately I have been using Flixzone. Just search on google for it =)
@Moshe Briggs i use flixzone. Just search on google for it :)
@Moshe Briggs I use Flixzone. Just search on google for it :)
Really helpfull, with a light projecting texture(spherical render) and this tehnique you can do seamles stiching for full room video mapping.
Great tip! Glad to hear you found it helpful 😀
Hey! Is there a way to do it with multiple box combined with a merge? Even with a texture sop I can't find the right uv unwrap :/
Hey! Definitely - it actually uses a similar technique but has a few more steps. Take a look at this post from the TouchDesigner forum where Markus Heckmann explains the approach : forum.derivative.ca/t/sops-how-to-unroll-a-curved-plane-into-a-flat-rectangle/318323/2. There’s also a TOX file included with the post which is helpful for seeing the technique in action. Hope that helps!
@@TheInteractiveImmersiveHQ Thanks for your answer! I tried everything in the example but impossible to make it work for now.. every time I import an assemblage of cubes (4-5 cubes side by side, fbx, obj or made in TD), it only gives me the uv map of one single cube. I definitely must be doing something wrong but I don't get it 🥲
unfortunately, my primitive sop never works out the different colors even I typed in exactly same lines... it seems this way only works for boxes, when it gets to the custom models it just simply won't work... thanks any way!
Oh no! What kind of geometry are you passing to it? Maybe it doesn't have more than one primitive (like if it's a single mesh). A good way to check is to middle click on the SOP before the Primitive SOP and see how many primitives it's reporting.
Super cool and useful. I tried this with a sphere but it seems to be more complicated. Anyone manage to find an elegant solution for seamless sphere textures?
Mapping to a sphere is definitely tricky! It's likely going to require a more involved projection mapping technique, like the one covered by Richard Burns here: ruclips.net/video/RmnhU6BHTXY/видео.html. Also worth looking at these forum posts about UVs and seams for spheres: forum.derivative.ca/t/3d-sphere-how-do-i-fix-this-seam-on-my-texture/221408/2, forum.derivative.ca/t/triplanar-texture-mapping/180141/3. Hope that helps!
Mr. and if the texture is an HDRI?
Hi, you can use the HDRI file in the same way as we do with the banana test image in the second half of the video. You can use a Movie File In TOP, TouchDesigner treats it just like a typical 2D texture.