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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Particles Reference
Particle systems in TouchDesigner — modern POPs (Particle Operators) and the legacy particleSOP path.
For instancing static geometry (without per-instance lifetime/velocity), see geometry-comp.md. For GLSL-driven feedback simulations (no particle abstraction), see operator-tips.md (Feedback TOP section).
Always call td_get_par_info for the op type before setting params. Param names below reflect TD 2025.32 — verify before relying on them.
Two Paths: POPs vs. SOPs
| POP family (modern) | particleSOP (legacy) | |
|---|---|---|
| GPU? | Yes (compute) | No (CPU) |
| Particle count | 100k+ comfortably | ~5k before slowdown |
| API style | Source / Force / Solver / Render chain | Single op with many params |
| Use for | New projects, anything intensive | Quick demos, low counts, TD < 2023 |
Default to POPs. Only fall back to particleSOP if a POP variant of an op you need doesn't exist.
POP Pipeline Overview
A POP system is a chain of operators inside a geometryCOMP:
popSourceTOP / popSourceSOP ← spawn new particles
↓
popForceTOP (gravity, wind, etc.)
↓
popForceTOP (attractor, vortex, ...)
↓
popDeleteTOP (lifetime, bounds)
↓
popSolverTOP ← integrates velocity, updates positions
↓
[render via geometryCOMP / glslMAT instancing]
POP buffers carry standard channels: P (position), v (velocity), life, id, Cd (color), plus any custom channels you add.
Minimal POP Setup
# Create a geometry COMP to hold the POP network
geo = root.create(geometryCOMP, 'particles_geo')
# 1. Source — emit particles from a point
src = geo.create(popSourceTOP, 'src')
src.par.birthrate = 500 # per second
src.par.life = 4.0 # seconds
# 2. Gravity force
grav = geo.create(popForceTOP, 'gravity')
grav.par.forcetype = 'gravity'
grav.par.fy = -9.8
# 3. Lifetime cleanup
delp = geo.create(popDeleteTOP, 'cull')
delp.par.condition = 'lifeleq' # delete when life <= 0
delp.par.value = 0
# 4. Solver
solv = geo.create(popSolverTOP, 'solver')
solv.par.timestep = 'frame'
# Wire: source → force → delete → solver
src.outputConnectors[0].connect(grav.inputConnectors[0])
grav.outputConnectors[0].connect(delp.inputConnectors[0])
delp.outputConnectors[0].connect(solv.inputConnectors[0])
The popSolverTOP output IS the live particle buffer. Render it via glslMAT instancing on a small SOP (sphere, point) as the "shape" of each particle.
Common Forces
| Force type | Effect | Common params |
|---|---|---|
gravity |
Constant directional pull | fx, fy, fz |
wind |
Constant velocity addition | wx, wy, wz |
drag |
Velocity damping over time | dragstrength |
noise |
Curl-noise turbulence | noiseamp, noisefreq, noiseseed |
attractor |
Pull toward a point | position, strength, falloff |
vortex |
Swirl around an axis | axis, strength |
point (custom) |
GLSL-evaluated arbitrary force | via popforceadvancedTOP |
Stack multiple popForceTOPs in series — each modifies velocity additively.
Lifecycle Patterns
Continuous emission (e.g. smoke plume)
src.par.birthrate = 800
src.par.life = 6.0 # variance via 'lifevariance'
src.par.lifevariance = 1.5
Burst emission (e.g. explosion)
src.par.birthrate = 0 # no continuous emission
src.par.burst.pulse() # one burst on demand (verify param name)
src.par.burstcount = 5000
src.par.life = 1.5
Beat-triggered burst
Wire a triggerCHOP (from audio or MIDI) to pulse the burst:
op('/project1/audio_kick_trigger').outputConnectors[0].connect(...)
# Then via a chopExecuteDAT, on each kick:
def offToOn(channel, sampleIndex, val, prev):
op('/project1/particles_geo/src').par.burst.pulse()
return
Rendering Particles
Point Sprites (simplest)
# Inside the geometryCOMP, render the solver output directly
# The geo's first SOP child becomes the geometry
# But for POPs, we typically render via glslMAT on a small "shape"
# Simple billboard sphere per particle:
shape = geo.create(sphereSOP, 'shape')
shape.par.rad = 0.05
shape.par.rows = 6; shape.par.cols = 6 # low-poly to keep it fast
# Material that uses POP buffer for instancing
mat = root.create(glslMAT, 'particle_mat')
# Configure mat.par.instancingTOP = solver output (verify param name)
The exact instancing setup varies by TD version — call td_get_hints(topic='popInstancing') (or popRender / instancing — try a few).
GPU Sprites via glslcopyPOP
For dense smoke/fire-like effects, use a glslcopyPOP that writes per-particle color/size from a compute shader, then render as point sprites with additive blending in a renderTOP.
Collisions
# Collision detection against an SOP
coll = geo.create(popCollideTOP, 'ground_coll')
coll.par.collidewithsop = '/project1/ground_geo' # path to colliding SOP
coll.par.bounce = 0.3
coll.par.friction = 0.1
# Insert between force and solver
For plane/box collisions only, use popPlaneCollideTOP (cheaper).
Custom Per-Particle Data
Add a custom channel via popAttribCreateTOP (or by writing through glslcopyPOP):
# Add a "phase" attribute initialized random per-particle, used in render shader
attr = geo.create(popAttribCreateTOP, 'add_phase')
attr.par.attribname = 'phase'
attr.par.value0 = 'rand(@id)' # expression in TD's POP attribute language
Then in the render shader, texture(sTDPOPInputs[0].phase, ...) (or whichever sampler convention your TD version uses — verify with td_get_docs(topic='pops')).
Legacy particleSOP (Use Sparingly)
For quick demos or low-count systems:
# Inside a geo
psrc = geo.create(addSOP, 'point_src') # source: a single point
psrc.par.points = '0 0 0'
part = geo.create(particleSOP, 'particles')
part.par.life = 3.0
part.par.birthrate = 100
part.par.gravityy = -9.8
part.par.windx = 0.5
part.inputConnectors[0].connect(psrc)
CPU-bound. Beyond ~5,000 active particles you'll see frame drops.
Pitfalls
- Particles don't appear — usually a render-side issue. Check via
td_get_screenshoton the solver output (renders the buffer as a TOP-like view in newer TD). Then check thegeometryCOMP's render path. - Burst won't fire — verify the
burstparam is a pulse, not a toggle. Pulses must use.pulse(), not= True. - Particles teleport on first frame — uninitialized velocity. Set
popSourceTOP.par.initialvelocityX/Y/Zor zero them explicitly. - Gravity feels wrong — TD's "1 unit" depends on your scene scale. Start with
fy = -1.0and scale up rather than using real-world 9.8. - High birthrate = stuttering — birthrate is per-second, not per-frame. At 60fps,
birthrate = 6000is 100/frame which is fine;birthrate = 600000will tank. - POP solver order matters — forces apply in the order they appear in the chain. Putting gravity AFTER drag dampens gravity itself; usually not what you want.
- Instancing param name varies —
mat.par.instancingTOPvs.mat.par.instanceopvs.mat.par.instancesdiffers across TD versions. Always checktd_get_par_info(op_type='glslMAT'). - Cooking dependency loops — POP solvers create implicit time-loops. The "cook dependency loop" warning is expected and harmless for POPs.
- CHOP-driven force values — when a force param is expression-bound to a CHOP (e.g., audio-reactive gravity), make sure the CHOP cooks before the solver. If not, force lags by one frame.
Performance Targets
| Particle count | Setup | Frame budget @ 60fps |
|---|---|---|
| < 1k | particleSOP fine | trivial |
| 1k - 10k | POPs, simple forces | ~2-5ms |
| 10k - 100k | POPs, GPU-only forces | ~5-15ms |
| 100k+ | glslcopyPOP, custom compute |
~10-25ms |
| 1M+ | Custom GPU buffer, no POP framework | depends on shader |
Use td_get_perf to find which op in the POP chain is the bottleneck.
Quick Recipes
| Goal | Pipeline |
|---|---|
| Smoke plume | popSourceTOP (point) → gravity + wind + noise → popDeleteTOP (life) → solver → glslMAT instancing |
| Beat-triggered burst | triggerCHOP (audio) → chopExecuteDAT pulses popSourceTOP.par.burst |
| Fireworks shell | Burst at point → drag + gravity → secondary burst on lifetime threshold |
| Snow/rain | Continuous emission across XZ plane (high y), gravity + small wind, infinite life box-deleted |
| Sparks | Burst, very short life (0.3s), bright additive render, motion blur via feedback |
| Audio particles | Birthrate driven by audio envelope, color driven by frequency band |