Adds four new reference docs covering common TD use cases not previously documented in the skill: - animation.md: LFOs, timers, keyframes, easing, time references - midi-osc.md: MIDI controllers, OSC routing, TouchOSC, multi-machine sync - particles.md: POPs and particleSOP — emission, forces, collisions, render - projection-mapping.md: windowCOMP, corner pin, mesh warp, edge blending Also clarifies the SKILL.md tool quick reference: adds td_screen_point_to_global and notes that 4 admin/dev-mode tools (td_project_quit, td_test_session, td_dev_log, td_clear_dev_log) live only in mcp-tools.md to keep the main reference focused on creative workflows. No SKILL.md workflow or critical-rules changes. References load on demand so no token-budget impact at session start.
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Projection Mapping Reference
Multi-window output, surface mapping, edge blending, and projector calibration patterns for installation/event work.
For HUD layouts and on-screen panel grids, see layout-compositor.md. For wireframe/test-pattern generation, see operator-tips.md.
Window COMP — Output to a Display
The windowCOMP is how TD pushes pixels to a real display.
win = root.create(windowCOMP, 'output_window')
win.par.winop = '/project1/final_out' # path to the TOP being displayed
win.par.winw = 1920
win.par.winh = 1080
win.par.winoffsetx = 0 # screen-space offset
win.par.winoffsety = 0
win.par.borders = False # no chrome
win.par.alwaysontop = True
win.par.cursor = False # hide cursor in fullscreen
win.par.justify = 'fillaspect' # 'fill' | 'fitaspect' | 'fillaspect' | 'native'
win.par.winopen.pulse() # OPEN the window
To target a specific physical display, set par.location:
win.par.location = 'secondary' # 'primary' | 'secondary' | 'monitor1' | 'monitor2' | ...
Or set absolute coordinates using winoffsetx/y matched to your OS display layout.
Always pulse winopen — setting params alone doesn't open the window.
Multi-Window Output
For multi-projector or multi-display setups, create one windowCOMP per output, each pointing at a different TOP.
for i, screen_top in enumerate(['out_left', 'out_center', 'out_right']):
w = root.create(windowCOMP, f'win_{i}')
w.par.winop = f'/project1/{screen_top}'
w.par.winw = 1920; w.par.winh = 1080
w.par.winoffsetx = i * 1920
w.par.winoffsety = 0
w.par.borders = False
w.par.alwaysontop = True
w.par.cursor = False
w.par.winopen.pulse()
For ultra-wide single-output spans, use ONE windowCOMP at e.g. 5760×1080 spanning three projectors via the GPU's mosaic/spanning mode (Nvidia Mosaic, AMD Eyefinity), then split content via cropTOP per screen inside TD.
4-Point Corner Pin (Quad Warp)
The simplest projection mapping primitive — warping a rectangle onto a quadrilateral.
# Source content
src = op('/project1/scene_out')
# Manual: cornerPinTOP (TD has this built-in)
cp = root.create(cornerPinTOP, 'corner_pin')
cp.par.tlx = 0.05; cp.par.tly = 0.10 # top-left (normalized 0-1)
cp.par.trx = 0.95; cp.par.try = 0.08 # top-right
cp.par.brx = 0.93; cp.par.bry = 0.92 # bottom-right
cp.par.blx = 0.07; cp.par.bly = 0.94 # bottom-left
cp.inputConnectors[0].connect(src)
Alternative: use a geometryCOMP with a gridSOP and bend the verts in vertex GLSL. More flexible (curved surfaces) but more setup.
Verify TD 2025.32 param names with td_get_par_info(op_type='cornerPinTOP').
Bezier / Mesh Warp (Curved Surfaces)
For non-flat surfaces (domes, columns, curved walls), use a subdivided mesh and per-vertex displacement.
Pattern: Grid Mesh + GLSL Displacement
# Subdivided grid in a geo
geo = root.create(geometryCOMP, 'warp_geo')
grid = geo.create(gridSOP, 'warp_grid')
grid.par.rows = 32 # higher = smoother curve
grid.par.cols = 32
grid.par.sizex = 2; grid.par.sizey = 2
# Texture the source onto it
mat = root.create(constMAT, 'warp_mat') # use constMAT for unlit projection
mat.par.maptop = '/project1/scene_out' # source TOP
geo.par.material = mat.path
# Render to a TOP that goes to the projector window
cam = root.create(cameraCOMP, 'cam_proj')
cam.par.tz = 4
render = root.create(renderTOP, 'projection_out')
render.par.camera = cam.path
render.par.geometry = geo.path
render.par.outputresolution = 'custom'
render.par.resolutionw = 1920; render.par.resolutionh = 1080
For per-vertex offsets, write a vertex GLSL on the constMAT (or use glslMAT) and read displacement values from a CHOP via uniform.
Calibration is iterative: render a checkerboard from scene_out, project it, photograph the projection, manually nudge corner/grid points until aligned.
Edge Blending (Multi-Projector Overlap)
When two projectors overlap, the overlap region is twice as bright. Blend by ramping each projector's edge alpha to 0 across the overlap zone.
GLSL Edge Blend Shader
Per-projector output pass that fades the inside edge to black:
// edge_blend_pixel.glsl
out vec4 fragColor;
uniform float uBlendLeft; // overlap width on left edge (0-0.5, 0=no blend)
uniform float uBlendRight;
uniform float uGamma; // typically 2.2 — perceptual ramp
void main() {
vec2 uv = vUV.st;
vec4 col = texture(sTD2DInputs[0], uv);
float aL = (uBlendLeft > 0.0) ? smoothstep(0.0, uBlendLeft, uv.x) : 1.0;
float aR = (uBlendRight > 0.0) ? smoothstep(0.0, uBlendRight, 1.0 - uv.x) : 1.0;
float a = pow(aL * aR, uGamma);
fragColor = TDOutputSwizzle(vec4(col.rgb * a, 1.0));
}
Apply this to each overlap-touching projector's output. Tune uBlendLeft / uBlendRight to match your physical overlap.
For top/bottom blends or cylindrical setups, extend the shader with uBlendTop / uBlendBottom.
Calibration Patterns
Useful test patterns for aligning projectors. Build a switchTOP selecting one of these, route to all projector windows during setup.
# Solid white — for brightness/uniformity check
white = root.create(constantTOP, 'cal_white')
white.par.colorr = 1.0; white.par.colorg = 1.0; white.par.colorb = 1.0
# Centered crosshair — for keystone alignment
gridcross = root.create(textTOP, 'cal_cross')
gridcross.par.text = '+'
gridcross.par.fontsizex = 200
# Fine grid — for warp/mesh alignment (use rampTOP + math + threshold, or build via GLSL)
# Color bars for projector color calibration
bars = root.create(rampTOP, 'cal_bars')
bars.par.type = 'horizontal'
Or use the bundled testpatternTOP if your TD version includes it.
Projection Audit Workflow
When debugging a multi-screen setup:
- Render a unique color and label per output (
textTOPsaying "LEFT", "CENTER", "RIGHT"). - Check that each window is sourcing the correct path:
td_get_operator_info(path='/project1/win_0'). - Verify display assignment: walk to each projector and confirm visually.
- Check resolution: physical projector native res vs. TD output res — mismatches cause scaling artifacts.
- Cook flag:
td_get_perf— if a window's source TOP isn't cooking, the projector shows last frame frozen.
Pitfalls
- Window won't open — you forgot
winopen.pulse(). Setting params alone doesn't open it. - Wrong display —
par.location='secondary'depends on OS display order. Setwinoffsetx/yto absolute coords as a more reliable override. - Cursor visible — set
par.cursor = FalseBEFORE opening, or close+reopen. - Black projection — usually a cooking issue. Verify
final_outTOP is cooking viatd_get_perf. Checktd_get_errorsrecursively from/. - Tearing / vsync —
windowCOMPhonorspar.vsync. For projection always setvsync='vsync'(default). Tearing means GPU is over-budget — reduce render resolution. - Aspect mismatch — projector native is often 1920×1200 (16:10) not 1080. Use
justify='fitaspect'or render at native projector res. - Non-Commercial license — caps total resolution at 1280×1280. For real installation work you need Commercial. Pro license adds 4K+.
- Multiple monitors on macOS —
windowCOMPhonors macOS Spaces. Disable Spaces or pin TD to a specific display in System Settings before showtime.
Quick Recipes
| Goal | Approach |
|---|---|
| Single fullscreen output | One windowCOMP, justify='fillaspect', winopen.pulse() |
| 3-projector wide span | 3 windowCOMP + per-output cropTOP from one wide source |
| Single quad surface | cornerPinTOP → windowCOMP |
| Curved/dome | Subdivided gridSOP with vertex GLSL → renderTOP → windowCOMP |
| Edge blend overlap | GLSL fade shader per projector → windowCOMP |
| Calibration mode | switchTOP between scene and test patterns, hot-key triggered |