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In this final tutorial, we’re going to have a look at some special-case operators that have been added to TouchDesigner over the last couple of years. They’re called Network Utilities, and in general they’re used for keeping your project organized and leaving yourself notes about the functionality that you’ve built.
They include Comments, the Network Box, and the Annotate COMP.
We’ll start by looking at Comments.
You can add a Comment to your project by right-clicking in a blank area of your network and choosing Add Comment, or by pressing Shift + C on the keyboard.
Comments are a text-only way of adding documentation to your project. You can think of them like a sticky note that you can add to write yourself little notes.
To edit a Comment’s text, double-click on it. You’ll then see a blinking cursor, which tells you that you can interact with it like any other text editor. You can click and drag to select text, type new text, use the Return key, and generally edit it however you’d expect.
To stop editing, click once in a blank area of the network outside of the Comment box.
Once you’re no longer editing, you can move the Comment by hovering over it and left-clicking and dragging. You can also resize it by hovering over any edge and dragging to change its size.
Comment boxes can also have their background color changed using the color chooser in the lower-left corner (if the color chooser isn’t visible, press the C key on your keyboard). Once the Comment is selected, you can choose a new background color.
One final thing to note is that, unlike the typical operators we deal with in TouchDesigner, the Comment box does not have any parameters that you can edit on the right hand side. Derivative designed it this way to keep things simple and keep you focused on writing notes.
Next, we’re going to have a look at the Network Box.
Network Boxes are used to group, label, and move nodes.
To create one, either right-click in the background and choose Add Network Box, or press Shift + B.
You’ll notice immediately that this looks a little different than the Comment box. There’s a title that is automatically selected, and you can use this as a way of reminding yourself what the Network Box contains.
For example, if you’re building an effect that you want to differentiate from the rest of your network, you can give it a descriptive title, such as “My Great Effect”.
Just like the Comment box, clicking outside the title stops editing. You can edit the title again by double-clicking it or by clicking the edit icon on the right side of the title bar.
To start using the Network Box, double-click in the darker area below the title bar. This opens the OP Create dialog, allowing you to add operators inside the boundaries of the box.
For example, you could add a Movie File In TOP inside the Network Box.
Once operators are inside the box, you can left-click and drag the title bar to move the entire group. All of the nodes keep their relative positions inside the Network Box as it moves.
Like the Comment box, you can also resize the Network Box by dragging one of its edges.
You can also drag existing nodes into a Network Box after it’s been created. As you move a node closer, the Network Box automatically expands its boundaries to include it. This makes it easy to organize existing parts of your network into logical groups.
One situation you may run into is placing a node partially outside the boundaries of the Network Box. If a node sits mostly outside the box, it won’t move with the rest of the group. Simply resize the Network Box so that the node is fully contained within it, and it will then move along with the rest of the operators.
If you want to move the Network Box without moving the nodes inside it, hold down the Alt key while dragging the title bar. This allows you to reposition the Network Box independently of its contents. You can also do the reverse: hold down Alt and drag the Network box so it’s underneath the nodes you want to include, then let go of the mouse and those nodes will be contained in the Network Box.
Like the Comment box, you can also change the background color by selecting the Network Box and choosing a color from the color chooser.
The Network Box is a great utility for grouping, labeling, and moving nodes. While it doesn’t let you write detailed notes like a Comment box, it’s excellent for creating visual hierarchy and organization within your project.
Next, we’re going to look at the Annotate COMP.
The Annotate COMP is like a supercharged version of both the Comment box and the Network Box. It combines the functionality of both while adding several additional features.
There are four different ways to create an Annotate COMP:
Right-click and choose Add Annotate
Press Shift + A
Hold Alt and left-click and drag to create a custom-sized Annotate COMP
Create it from the OP Create dialog under the COMP page in the Other column
Once you add it, everything looks very familiar. Like the Network Box, it has a title bar, an edit icon, and an area for adding nodes.
The main difference is that the Annotate COMP also has a full set of parameters available.
Editing the title works exactly the same as the Network Box. You can rename it directly, and when you do, you’ll notice that the Title parameter updates automatically. Likewise, you can edit the title through the parameter window, and the node updates immediately.
Below the title parameters are the Body Text parameters.
This is where the Annotate COMP combines the functionality of both previous utilities. Not only can it group, label, and move nodes, but it can also contain notes just like a Comment box.
To edit the body text, click the Make Text Editable icon (on the right end of the title bar). This allows you to edit both the title and the body text directly inside the Annotate COMP.
You can write notes, copy and paste text, and interact with it like a standard text editor. Clicking outside the Annotate COMP finishes editing, and the Body Text parameter updates with the new contents.
The parameters also let you adjust the body text font size.
Another useful option is Limit Body Text Width. If your Annotate COMP becomes quite wide and your notes stretch across the entire width, you can turn this option on and then reduce the Max Body Text Width to constrain the text to a narrower column. This keeps longer notes much easier to read while still leaving room for the network itself.
Like the Network Box, you can double-click in the lower section to add operators.
For example, add a Movie File In TOP, a Level TOP, and a Null TOP.
Dragging the title bar moves both the Annotate COMP and all of the operators it contains, showing how it combines the functionality of both previous utilities.
The Annotate COMP also includes a very useful OP Viewer feature.
On the OP Viewer parameter page, enable Viewer Display, then specify any operator to display in the background.
For example, if you drag a Null TOP into the OP parameter, its texture immediately appears behind the Annotate COMP.
This provides a great way to visually showcase the network you’re building.
There are several parameters for adjusting the display, including scaling the viewer, using Justify X and Justify Y to change the position of the texture, and adjusting its alpha.
Because this is an OP Viewer rather than just a TOP Viewer, it can display the contents of almost any operator.
For example, add a Pattern CHOP into the Annotate COMP and drag it onto the OP parameter.
This isn’t simply a static preview. The OP Viewer updates in real time. If the source operator is animated or changing continuously, those updates are reflected live in the background of the Annotate COMP.
The Settings parameters page includes several additional features.
One particularly useful option is the Mode parameter. This allows the Annotate COMP to function as an Annotate COMP, a Comment box, or a Network Box.
The benefit of these different modes is that you still retain access to the Annotate COMP’s parameters. This allows you to manipulate the utility with other operators, automate changes, or build custom functionality that wouldn’t be possible with the standard Comment or Network Box.
Typically, you’ll use the default Annotate mode, but it’s useful to know the other options exist.
Unlike the Comment and Network Box, which use preset colors, the Annotate COMP allows you to choose any custom background color using the full color picker (in the Back Color parameter). You can also adjust the background alpha and the overall opacity of the node.
You can enable or disable Body Word Wrap, depending on whether you want the body text to wrap automatically or be clipped at the specified width.
Finally, there’s a Smart Quote option, which automatically replaces characters such as ellipses, em dashes, and quotation marks with their properly formatted Unicode equivalents for cleaner-looking documentation.
The Comment box is useful for adding quick notes describing the things you’re building.
The Network Box is great for grouping, labeling, and moving nodes.
The Annotate COMP combines the functionality of both, giving you the ability to group, label, move nodes, add notes, display the contents of operators in the background, and serve as the foundation for custom project organization tools.
These are all great utilities to understand and begin using as your TouchDesigner projects grow larger and you need better ways to organize your work and document the systems you’ve built.
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, or 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 300+ 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 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!.
Learning TouchDesigner can be difficult for anyone, no matter what background you have. With all the new terminology, hundreds of operators, and unique paradigm, new users can become overwhelmed and paralyzed. In this training, I take you on a 3 hour deep dive of TouchDesigner’s basic features, fundamentals, and walk you through small example projects to introduce you to the operator families. This course sets you up to take on any of the intermediate trainings available.
Everyone always complains about the wiki. It’s hard to use, that’s a fact. What about all those hidden tutorials? And how about gigs? Where are those? Blogs and videos, where can I find those? For the first time ever, this training compiles all the TouchDesigner resources available and guides you not just in finding them, but also how to find future resources.
Want to create TouchDesigner installations with objects that interact with each other, human participants, and the environment? How about 3D scenes with objects that respond to natural forces?
Whether you’re interested in the above or are just tired of your TouchDesigner projects looking like a video game from the early 90s, the answer is Physics.
Physics is the key to unlocking a new level of realism and natural interactions in your TouchDesigner installations. Put plainly, it brings a new level of immersive fidelity and consistency to interactive installations.
But getting physics right in TouchDesigner is an uphill battle:
You can spend days, weeks, or even months trying to learn this stuff. Or, you can gain an understanding of the fundamentals in just over 2 hours with my latest training, “Physics Fundamentals: Use Physics Like A Pro in TouchDesigner.”
In “Physics Fundamentals” I give you everything you need to start leveraging physics to create interactive and immersive TouchDesigner projects of the highest caliber.
In “Physics Fundamentals,” you get:
When you’ve finished “Physics Fundamentals,” you’ll be able to add physics – one of the most in-demand TouchDesigner skills – to your interactive and immersive media repertoire.
How many times have you been on a gig and been screwed over because you didn’t have a contract in place? How often have you wished you could properly negotiate or knew the finer points of what you were actually signing? In this workshop, you’ll learn about the most common types of contracts, what all the sections mean, and how you can change them based on your requirements. The included templates give you a great reference whether you’re just getting your career started or if you’re a seasoned pro and want to review your own contracts.
Everyone has had a client ask them to make something cool with a Kinect 2. Where do you being? What can you make? Will it be hard or easy? How do we combine the Kinect info with regular TouchDesigner work that we have to do. In this workshop, I introduce you to the fundamentals of using the Kinect 2. This includes initial setup, using the invaluable Kinect Studio 2.0, demonstrating the common uses of Kinect 2 in TouchDesigner, and then talking through many of the common hardware pitfalls when using a Kinect 2 for a project.
Have you ever used high-density geometry and models in TouchDesigner to create the visually jaw-dropping interactive installations of your dreams, but come up short? You’re not alone. Creating fully functional 3D installations that look amazing and let users interact with them in real time is a major sticking point along most folk’s TouchDesigner journey.
In fact, I’d say that it’s nearly impossible to get right without knowledge of one tool: GLSL.
When you understand how to apply GLSL, you can create 3D installations on a massive scale, work with high density point clouds using sensors, and manipulate complex geometry in real time for truly interactive, large-scale immersive projects.
Over the course of 1.5 hours, this is exactly what you’ll learn in “God Mode in 3D: GLSL For 3D TouchDesigner Installations”. Through real-world examples and instruction, I give you the tools you need to begin working with GLSL in 3D today.
Note: We touched on the basics of GLSL with a focus on 2D work in a previous training, “Turn On God Mode in TouchDesigner With GLSL Shaders”. If you’re new to GLSL, I highly recommend you click here to get that course, and view it before viewing “God Mode in 3D”.
Here’s exactly what you’ll learn in “God Mode in 3D”:
For many, leveraging GLSL in TouchDesigner is the most critical step towards becoming a professional TouchDesigner developer. It’s one of those skills that separates the amateurs from the pros.
Fortunately, it’s a skill that can be acquired relatively easy with practice and the guidance provided in “God Mode in 3D”.
SOPs are tough, there’s no getting around that, but they aren’t impossible. What most people lack is a fundamental understanding of how SOPs work and the data structure that drives them. With this knowledge in hand, it’s possible to do great things with SOPs. In this training, Elburz takes you from SOP ground-zero through to making some SOP data visualizations and particle systems with attractors and metaball forces.
Getting gigs can be hard. Even something as simple as figuring out the budget can be a challenge. Whether your new to the industry or a seasoned pro, there are many factors to consider in pricing. To add even more on your plate, once you have a price, you still have to put together a nice presentation to pitch the project. In this workshop, I take you through the common process of pricing and pitching a gig to win it as quickly as possible.
Machine Learning (ML) completely transforms the capabilities of TouchDesigner.
In fact, it might be the single most important development for interactive tech and immersive media in years.
Why?
Well, most TouchDesigner developers are used to standard computer vision, which requires you to program very specific rules for every bit of data your installation ingests. If the data varies even slightly, the rules must be reprogrammed, or the installation can break.
With ML, a new relationship between data inputs and their outcomes is created. Instead of programming a set of specific rules, large datasets are fed to your computer that “train” it to understand it’s environment.
For example, without ML it’s almost impossible to get your TouchDesigner installation to recognize faces of people with hats, glasses, or beards, because there are just too many variations to create rules for. But with ML, you can train your installation to recognize what a face is by having it learn from millions of images of people.
And this is just the tip of the iceberg. From realistic landscapes generated using millions of data points, to style transfers that look just like a Monet, to near-limitless skeleton tracking, ML blows open what is possible with TouchDesigner.
But like most things interactive and immersive, it’s not that easy…
To solve these problems, I created the training “Machine Learning For TouchDesigner.” In it, I demonstrate how to leverage ML to the fullest using TouchDesigner and a program called Runway ML.
For those unfamiliar, Runway ML is an application that allows you run ML models both locally and even on their own Remote GPU cloud resources that eliminates the need for you to have custom software or hardware to leverage machine learning.
I love Runway ML so much that I’ve been collaborating with the co-founders on educational materials, and they were generous enough to offer anyone who purchases this course a $20 coupon code for remote GPU processing, which equates to over 6.5 hours of processing time.
Here’s exactly what you get in “Machine Learning For TouchDesigner”:
By the end of “Machine Learning For TouchDesigner”, you’ll have everything you need to leverage machine learning in your TouchDesigner installations immediately.
Prerequisites: To get the most out of this course, you should already have a good fundamental understanding of TouchDesigner, as well as Python and how it is used inside of TouchDesigner. We recommend our TouchDesigner 101 and Python 101 for TouchDesigner courses.