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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.
245 lines
8.6 KiB
Markdown
245 lines
8.6 KiB
Markdown
# Particles Reference
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Particle systems in TouchDesigner — modern POPs (Particle Operators) and the legacy particleSOP path.
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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).
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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.
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---
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## Two Paths: POPs vs. SOPs
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| | **POP family** (modern) | **particleSOP** (legacy) |
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|---|---|---|
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| GPU? | Yes (compute) | No (CPU) |
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| Particle count | 100k+ comfortably | ~5k before slowdown |
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| API style | Source / Force / Solver / Render chain | Single op with many params |
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| Use for | New projects, anything intensive | Quick demos, low counts, TD < 2023 |
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**Default to POPs.** Only fall back to particleSOP if a POP variant of an op you need doesn't exist.
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---
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## POP Pipeline Overview
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A POP system is a chain of operators inside a `geometryCOMP`:
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```
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popSourceTOP / popSourceSOP ← spawn new particles
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↓
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popForceTOP (gravity, wind, etc.)
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↓
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popForceTOP (attractor, vortex, ...)
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↓
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popDeleteTOP (lifetime, bounds)
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↓
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popSolverTOP ← integrates velocity, updates positions
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↓
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[render via geometryCOMP / glslMAT instancing]
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```
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POP buffers carry standard channels: `P` (position), `v` (velocity), `life`, `id`, `Cd` (color), plus any custom channels you add.
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---
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## Minimal POP Setup
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```python
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# Create a geometry COMP to hold the POP network
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geo = root.create(geometryCOMP, 'particles_geo')
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# 1. Source — emit particles from a point
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src = geo.create(popSourceTOP, 'src')
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src.par.birthrate = 500 # per second
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src.par.life = 4.0 # seconds
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# 2. Gravity force
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grav = geo.create(popForceTOP, 'gravity')
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grav.par.forcetype = 'gravity'
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grav.par.fy = -9.8
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# 3. Lifetime cleanup
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delp = geo.create(popDeleteTOP, 'cull')
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delp.par.condition = 'lifeleq' # delete when life <= 0
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delp.par.value = 0
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# 4. Solver
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solv = geo.create(popSolverTOP, 'solver')
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solv.par.timestep = 'frame'
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# Wire: source → force → delete → solver
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src.outputConnectors[0].connect(grav.inputConnectors[0])
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grav.outputConnectors[0].connect(delp.inputConnectors[0])
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delp.outputConnectors[0].connect(solv.inputConnectors[0])
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```
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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.
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---
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## Common Forces
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| Force type | Effect | Common params |
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|---|---|---|
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| `gravity` | Constant directional pull | `fx`, `fy`, `fz` |
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| `wind` | Constant velocity addition | `wx`, `wy`, `wz` |
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| `drag` | Velocity damping over time | `dragstrength` |
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| `noise` | Curl-noise turbulence | `noiseamp`, `noisefreq`, `noiseseed` |
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| `attractor` | Pull toward a point | `position`, `strength`, `falloff` |
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| `vortex` | Swirl around an axis | `axis`, `strength` |
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| `point` (custom) | GLSL-evaluated arbitrary force | via `popforceadvancedTOP` |
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Stack multiple `popForceTOP`s in series — each modifies velocity additively.
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---
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## Lifecycle Patterns
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### Continuous emission (e.g. smoke plume)
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```python
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src.par.birthrate = 800
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src.par.life = 6.0 # variance via 'lifevariance'
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src.par.lifevariance = 1.5
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```
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### Burst emission (e.g. explosion)
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```python
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src.par.birthrate = 0 # no continuous emission
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src.par.burst.pulse() # one burst on demand (verify param name)
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src.par.burstcount = 5000
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src.par.life = 1.5
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```
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### Beat-triggered burst
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Wire a `triggerCHOP` (from audio or MIDI) to pulse the burst:
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```python
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op('/project1/audio_kick_trigger').outputConnectors[0].connect(...)
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# Then via a chopExecuteDAT, on each kick:
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def offToOn(channel, sampleIndex, val, prev):
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op('/project1/particles_geo/src').par.burst.pulse()
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return
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```
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---
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## Rendering Particles
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### Point Sprites (simplest)
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```python
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# Inside the geometryCOMP, render the solver output directly
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# The geo's first SOP child becomes the geometry
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# But for POPs, we typically render via glslMAT on a small "shape"
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# Simple billboard sphere per particle:
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shape = geo.create(sphereSOP, 'shape')
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shape.par.rad = 0.05
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shape.par.rows = 6; shape.par.cols = 6 # low-poly to keep it fast
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# Material that uses POP buffer for instancing
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mat = root.create(glslMAT, 'particle_mat')
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# Configure mat.par.instancingTOP = solver output (verify param name)
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```
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The exact instancing setup varies by TD version — call `td_get_hints(topic='popInstancing')` (or `popRender` / `instancing` — try a few).
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### GPU Sprites via glslcopyPOP
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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`.
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---
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## Collisions
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```python
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# Collision detection against an SOP
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coll = geo.create(popCollideTOP, 'ground_coll')
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coll.par.collidewithsop = '/project1/ground_geo' # path to colliding SOP
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coll.par.bounce = 0.3
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coll.par.friction = 0.1
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# Insert between force and solver
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```
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For plane/box collisions only, use `popPlaneCollideTOP` (cheaper).
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---
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## Custom Per-Particle Data
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Add a custom channel via `popAttribCreateTOP` (or by writing through `glslcopyPOP`):
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```python
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# Add a "phase" attribute initialized random per-particle, used in render shader
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attr = geo.create(popAttribCreateTOP, 'add_phase')
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attr.par.attribname = 'phase'
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attr.par.value0 = 'rand(@id)' # expression in TD's POP attribute language
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```
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Then in the render shader, `texture(sTDPOPInputs[0].phase, ...)` (or whichever sampler convention your TD version uses — verify with `td_get_docs(topic='pops')`).
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---
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## Legacy particleSOP (Use Sparingly)
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For quick demos or low-count systems:
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```python
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# Inside a geo
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psrc = geo.create(addSOP, 'point_src') # source: a single point
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psrc.par.points = '0 0 0'
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part = geo.create(particleSOP, 'particles')
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part.par.life = 3.0
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part.par.birthrate = 100
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part.par.gravityy = -9.8
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part.par.windx = 0.5
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part.inputConnectors[0].connect(psrc)
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```
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CPU-bound. Beyond ~5,000 active particles you'll see frame drops.
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---
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## Pitfalls
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1. **Particles don't appear** — usually a render-side issue. Check via `td_get_screenshot` on the solver output (renders the buffer as a TOP-like view in newer TD). Then check the `geometryCOMP`'s render path.
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2. **Burst won't fire** — verify the `burst` param is a pulse, not a toggle. Pulses must use `.pulse()`, not `= True`.
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3. **Particles teleport on first frame** — uninitialized velocity. Set `popSourceTOP.par.initialvelocityX/Y/Z` or zero them explicitly.
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4. **Gravity feels wrong** — TD's "1 unit" depends on your scene scale. Start with `fy = -1.0` and scale up rather than using real-world 9.8.
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5. **High birthrate = stuttering** — birthrate is per-second, not per-frame. At 60fps, `birthrate = 6000` is 100/frame which is fine; `birthrate = 600000` will tank.
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6. **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.
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7. **Instancing param name varies** — `mat.par.instancingTOP` vs. `mat.par.instanceop` vs. `mat.par.instances` differs across TD versions. Always check `td_get_par_info(op_type='glslMAT')`.
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8. **Cooking dependency loops** — POP solvers create implicit time-loops. The "cook dependency loop" warning is expected and harmless for POPs.
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9. **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.
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---
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## Performance Targets
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| Particle count | Setup | Frame budget @ 60fps |
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| < 1k | particleSOP fine | trivial |
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| 1k - 10k | POPs, simple forces | ~2-5ms |
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| 10k - 100k | POPs, GPU-only forces | ~5-15ms |
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| 100k+ | `glslcopyPOP`, custom compute | ~10-25ms |
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| 1M+ | Custom GPU buffer, no POP framework | depends on shader |
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Use `td_get_perf` to find which op in the POP chain is the bottleneck.
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---
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## Quick Recipes
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| Goal | Pipeline |
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| Smoke plume | `popSourceTOP` (point) → gravity + wind + noise → `popDeleteTOP` (life) → solver → glslMAT instancing |
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| Beat-triggered burst | `triggerCHOP` (audio) → chopExecuteDAT pulses `popSourceTOP.par.burst` |
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| Fireworks shell | Burst at point → drag + gravity → secondary burst on lifetime threshold |
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| Snow/rain | Continuous emission across XZ plane (high y), gravity + small wind, infinite life box-deleted |
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| Sparks | Burst, very short life (0.3s), bright additive render, motion blur via feedback |
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| Audio particles | Birthrate driven by audio envelope, color driven by frequency band |
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