The final thing we’re going to look at is how to take the things we’ve been building and show you how to move your video output to a window, onto a screen, a projector, or an LED wall. It’s the same process for all of these different kinds of displays.
Let’s quickly set up a small project.
Create a Movie File In TOP, and load in one of the sample nature ones that TouchDesigner has. Make a Text TOP, type whatever text you want (I’m using “this is art” for my example).
Create an Over TOP and connect both the Movie and Text to it (make sure the Text is connected to the top input so it’s above). Change the pre-fit overlay to native resolution, and finally create a Null at the end of the chain.
The Null is that part that we’ll want to display on our screen, and there’s one very useful operator that we’re going to use for that: Window COMP.
This COMP’s only job in life is to take textures and create windows that we’re going to use for display purposes.
Create a Window after you Null, and first, go to the window operator parameter. We need to tell it what we want to display in the window. So drag and drop your Null to the window operator parameter and you’ll see inside of the window, you now have a preview of what it’s going to be drawing.
There are also a lot of parameters for this COMP.
For new users, it can be a little bit intimidating, but trust me, you don’t need to touch most of them. The ones you need to know, I’ll show you.
The first one that I think is most important is “open as a separate window”. If you click the open button beside it, it will open the window in whatever setting shape it is, and it won’t close your network editor. This is handy if you want it to open the window while still working, you can open as a separate window (and you can also make it bigger or smaller).
What I like to do is go to the borders parameter of the Window COMP, and toggle it off. Now, re-open that open in a separate window button, and you’ll have the same thing, but without a header bar.
You might be wondering how you get rid of it now that there’s no header, there’s no “x” to click. One of the big hotkeys and shortcuts you need to know when working with TouchDesigner is you can just click on a window, hit Escape on your keyboard and it’ll close it.
Another parameter to know about is monitors. This is useful because after you create your output, if you have two monitors (or more), you can go here and be like, this is the one I want it to go on.
After you open a separate window, you can drag the monitor parameter index around until you find the right screen.
Currently, when we open our separate window, it’s not actually filling the screen. This is because our texture is only 1280 by 720, while our display is 1920 by 1080. There’s a few different ways we can deal with that.
One way is we can use some of the handy features of the Window COMP which allow us to fill and resize our texture.
Go down to the opening size parameter of the Window. Right now it’s set “Automatic from COMP/TOP”. What that means is the window is just going to take whatever native resolution our texture is at, and that’s the size that it’s going to use when opening the new window.
Instead, you can set it to fill. When you do that and hit open in separate window again, it actually fully fills your screen edge to edge over the task bar. And now we have our art piece fully displayed on our screen.
When you open as a separate window, TouchDesigner is actually still running in the background. The network editor is still working, and you can still work in there and touch stuff and fill stuff.
This is therefore the sub optimized way of creating the output because all of TouchDesigner’s beautiful graphics inside of the window takes some of your systems resources away. To deal with this, TouchDesigner has something called perform mode.
Instead of open as a separate window, click the parameter above that which is open as perform window. This will actually get rid of your network editor completely, it shuts it down, puts it behind the scenes, and gives full processing power to the window that’s creating our content.
This will give you much better performance in 99.99% of cases. If you’re using the open as a separate window while you’re working it’s okay, but when you get to that time for show, you really want to switch it over to perform mode. And remember, to get back to your network editor, click on the window, and hit Escape.
So with perform window, open as a separate window, borders, how to choose your monitor and the opening size, you should have most of your use cases covered, and these should be enough to get you up and running.
So far we’ve covered outputting live and real time content out of TouchDesigner using a Window COMP but what if you’re trying to output stills or videos? Whether you’re looking for our thoughts on animation codec (and which codecs are best for what) or Adobe Media Encoder as a batch encoder, check out our other resources linked below:
Output Movies from TouchDesigner
Congratulations and thanks for finishing our TouchDesigner Beginner Tutorial Series!
You should now have a decent understanding and practice experimenting with all the operator families, a decent understanding of TouchDesigner technology in general, including the application and the workflow, as well as how to take some of these experiments you’ve been making and plugging them into an output whether it’s a display, a projector, an LED wall.
If you enjoyed going through this course, I highly suggest you take a look at The HQ PRO.
Inside of The HQ PRO, you get access to 200+ hours of TouchDesigner video training, and a private Facebook group where myself and Matthew Ragan answer your questions daily. You can also become certified as a TouchDesigner developer through our certifications exams and take advantage of the many other features that we have for HQ PRO members, such as twice-monthly group coaching/mastermind calls.
If you’d like to get more information and join The HQ PRO, use the link below. I look forward to seeing you there!
Now that you’ve completed our TouchDesigner beginner series, try out these tutorials to create some fun, quick projects:
Create a Stunning TouchDesigner Display Background
Mastering TouchDesigner Trails: Techniques and Tips
Exploring the World of TouchDesigner GPU Particles and Optical Flow
I possess a deep knowledge in many professional fields from creative arts, technology development, to business strategy, having created solutions for Google, IBM, Armani, and more. I'm the co-founder of The Interactive & Immersive HQ. Yo!
Building off of previous Python workshops, this class aims to demystify a few of the elements often used when doing advanced Python development work in TouchDesigner. From using storage to writing your own extensions we’ll work through the several concepts that will help you better leverage Python in TouchDesigner for installations and events. From the conceptual to the concrete, by the end of the workshop you will have both worked with abstract concepts in the textport and created a functioning tool for saving presets.
Matthew Ragan
We all know user interfaces in TouchDesigner are hard. If you’ve taken our Perfect User Interfaces training you’ll know all the ins-and-outs of creating your own user interface elements from scratch. But what if you need a UI made quickly? What if you want to skip building your own UI pieces? Widgets to the rescue! Widgets are the new and powerful way to make user interfaces quickly and easily in TouchDesigner. What they lack currently in their customization, they make up for in speed of deployment and out-of-the-box features that are easy to access through their custom parameters. Combined with new features to TouchDesigner such as bindings, creating quick, scaling, and aesthetically-pleasing user interfaces is a breeze. .
Everyone has seen pictures of TouchDesigner projects with hundreds of operators and wires all over the place. Impressive, right?
No! In fact, the opposite is true. If your projects look like this, you’re seriously hampering your TouchDesigner installations – and your potential to consistently get high-profile gigs:
If you want to create large-scale installations or consistently work on projects in a professional capacity, you need a project architecture that is clean, organized, and easy to use.
The best project architectures – those used by the pros – are so streamlined that they make programming TouchDesigner look boring.
I share how to do this in my training, “TouchDesigner Project Architectures for Professionals.”
In “TouchDesigner Project Architectures for Professionals”, I give you my exact project architecture system – the same system that’s made it possible for me to create installations for Nike, Google, Kanye West, Armani, TIFF, VISA, AMEX, IBM, and more.
With my project architecture system at your disposal, you will:
We accomplish this through my 3 core project architecture concepts:
I’ve spent over 8 years refining my project architecture into an easy-to-implement, repeatable system that any designer can use. Once you learn my system, you’ll be able to take on projects you didn’t think you were capable of. You will also have the confidence you need to land better gigs and meet challenging client demands with flexibility and ease.
Want to level-up your TouchDesigner skills and create projects that can intelligently make content and generative decisions using weather and climate data?
How about installations that span forty-story high-rises that use Twitter posts to prompt generative designs?
Big clients – with big budgets – demand a level of immersion deeper than the use of Microsoft Kinect and Leap Motion interaction. They want to integrate social media, custom web apps and their own CMS to create interactive installations that bring people together in a way they haven’t experienced before.
In short, they want to use technology to become part of the broader conversation.
Fortunately for us, we’re able to deliver this level of immersion by integrating external data sources into our TouchDesigner projects.
The catch? Bringing external APIs into TouchDesigner can be challenging:
That’s why I created my latest training, “Join the Broader Conversation: How to Use External Data and APIs in Your TouchDesigner Installations”. Made for the complete Python beginner, the training provides you with everything you need to begin integrating external data sources with your TouchDesigner projects.
When you’re done you’ll be able to charge more and secure bigger projects than you would previously.
In this 1.5 hour video training (which includes example project files), we will:
Without any guidance, I’ve found that learning to integrate external data natively into TouchDesigner takes new designers between 20-40 hours – and that’s not including the trial and error phase that comes with implementing these concepts for the first time. Many people quit out of frustration.
Want to avoid spending $50,000+ on the wrong computer hardware?
Or having to look your client in the eye and say “I don’t know” when they ask why their shiny new immersive media installation looks like a stuttering, jaggy hot mess?
Then you need this training.
When I first started working with TouchDesigner in 2011, I thought the most valuable skill I had to offer was my ability to code beautiful interactive and immersive media projects for my clients.
While this IS important, I quickly realized that that what my clients valued most was my ability to create an installation that performed perfectly – no tearing, stuttering, judder, or any other issues. If you think this sounds easy, you haven’t been working with Touch long enough.
This is one of the reasons my clients pay me $1,500 per day.
When I first started, I encountered all the issues mentioned above. I overcame them with a combination of all-nighters, hiring the right (and expensive) experts, and in some cases, luck. I also wasted a lot of time and money.
With experience, I was able to preemptively solve for all these performance issues.
That’s why I created the “Creating Flawless Installations with TouchDesigner” training. Now you can benefit from my 7+ years of experience without having to make the costly mistakes I did.
After this training, you will have the confidence you need to deploy immersive design and interactive technology installations for big brands who pay top dollar for your skills. And you’ll be one of the select few individuals in this industry that know how to do what I do with TouchDesigner.
In this 1.5 hour video training (which includes example project files), we will cover:
Want to create large-scale video arrays and real-time LED facades that span high rises?
How about installations that use GPU particle systems, volumetric lighting, and multi-composite operators?
As lots of you know, this is all possible with TouchDesigner – sort of.
Out-of-the-box TouchDesigner is great when you’re just starting out. But as your interactive installations grow larger and your clients begin to want more generative and technical content, there are several challenges that arise and the cracks begin to show.
Problems typically fall into two broad categories:
When problems due to scale such as these inevitably occur, the standard TouchDesigner functionality and nodes only gets you so far. And it doesn’t take very long before you have to explain to your client that you’re unable to deliver what they’re asking for.
Lucky for us, we can leverage the code that powers a lot of TouchDesigner to create installations of virtually unlimited scale and technical possibility.
We do this by learning how to program GLSL Shaders. GLSL is the programming language on which many of the features of TouchDesigner are created even now.
When you understand how to apply GLSL to TouchDesigner, you’re effectively turning on “God Mode.”
That’s why I created my training, “Turn on God Mode in TouchDesigner with GLSL Shaders.” In it, I cover the following concepts:
TouchDesigner is the leading platform for interactive media and immersive design, and is used to create the world’s largest installations. Elburz Sorkhabi explores and explains concepts in TouchDesigner revolving around network optimization and performance bottlenecks.
The user interface (UI) is an integral part of any TouchDesigner installation.
Most clients want dynamic installations that they can control as needed, without consulting a designer or programmer for every change. This is usually through a control panel and UI they can access.
Even more important are user-facing UIs – think interactive panels, turntable additions for live shows, and customizable remote controls. This is what many clients have in mind when they decide to contract someone to design an interactive installation.
But if UIs are so central to TouchDesigner installations, why is it so hard to make them not suck? Most UIs slow down installations and break when you try and resize a component or add multiple pages. They’re also ugly.
So as always, I’m fixing the problem by providing a training.
In my latest 2-hour training, you will learn how to:
A great TouchDesigner installation needs a great user interface. Get the training you need to provide professional UI for top clients today.
Elburz deep dives on all the the inner workings of Python in TouchDesigner. This introductory course takes you from the very beginning of your Python journey and explains concepts that will create a powerful foundation for all your Python scripting in TouchDesigner.
Elburz deep dives on all the the inner workings of Python in TouchDesigner. This introductory course takes you from the very beginning of your Python journey and explains concepts that will create a powerful foundation for all your Python scripting in TouchDesigner.
Ever wonder how TouchDesigner pros work so fast? Ever see a friend or colleague do something and think “How did you do that??” Elburz puts together the top tips and tricks that everyone needs to know when working with TouchDesigner. Speed up your workflows and explore undocumented features across both the application and each operator family.
Want to level up your TouchDesigner skills and create dynamic 3D installations with interactive elements that can scale from single to multi-touch and virtual reality – all without changing anything about your setup?
Are you still trying to use 2D interactive hotspots and invisible UIs in your 3D TouchDesigner installations?
If this sounds like you, I’ve got good news and bad news.
The good news is that you’re not alone – this is how most designers start out (even some experts get away with it). It actually works okay if your 3D installations are static and the interactions are simple.
The bad news is you’re going to miss out on rich, dynamic and complex 3D projects. Anyone who has tried to create dynamic interactive 3D elements using invisible 2D UI hotspots to trigger interactivity has seen this firsthand.
Fortunately, TouchDesigner lets us use render picking to integrate 3D interactivity directly into our projects:
But render picking isn’t easy. It requires unintuitive Python scripting techniques. And to implement effectively, render picking assumes a deep understanding of TouchDesigner and the connection between instancing and multichannel manipulation of data.
It’s with this in mind that I created the “How to Create Multi-Touch 3D Installations Using Render Picking” training. In this training, I teach how you how to use Python to build native 3D interactivity directly into your 3D TouchDesigner installations.
In this training, you will learn:
The best is that I’m offering “How to Create Multi-Touch 3D Installations Using Render Picking” for $125.
Note: this training is the same content as the previous “3D Interactivity with Render Picking” training, but it has been upgraded and re-recorded. If you already bought that one, you already have access to this new one!.