Houdini to TouchDesigner
TouchDesigner was born as a fork of Houdini 4.1, which shows in some methodologies and naming conventions. From a Nuke compositing standpoint there are many similarities when it comes to 2D image manipulation as well.
Disclaimer:
The following are mostly the notes I took when starting to learn TD. Don’t read this if you want to get started. I instead recommend to check out Bileam Tschepe’s Beginner Course. This might only be useful if you are looking for some Houdini analogies!
# Interface
# Hotkeys
Tab
to create nodesP
toggles the parameter window on top of the network graphC
toggles color options for nodesO
toggles a small map of all the nodesD
toggles displays the currently selected node in the backgroundU
exits node/group and goes one layer upI
enters/opens selected node/group (one layer down)MiddleMouse Click
on a node output lets you connect it to a new node directly similar to clicking the output of a Houdini node before searching and adding somethingRight Click
on connections lets you insert or add operators. The latter only connects the input and not the output of the new nodeA
activate selected viewerH
center viewportW
wireframe mode in SOP viewportN
toggle big names in network graphMiddleMouse Click
on nodes/operators gives you all the information like in HoudiniMouse Click
on the outer edge of an operator resizes the viewport to fit the aspect ratioP
in SOPs viewer active mode opens display options
# Designer vs Perform Mode
When working you are in “Designer” mode. This is where you see your network and the TD UI. Perform mode is a setting that hides all the UI and only Displays the output of your network in a new window.
You can activate “Perform” mode by pressing F1
and exit it by hitting ESC
. Closing the window with the windows/macOS buttons closes TD fully.
For fullscreen output you have to use a Window Comp
which has a setting Open
that has to be set to 1 and a drop down menu that allows you to select borderless
.
# Nodes
# Contexts > Types / Families
COMPs (Object Components, Panel Components) - and other miscellaneous components. Components contain other operators:
- Panels to build UIs with buttons and what not
- Containers
- Dynamics solvers
- Import Export Nodes (FBX, USD, .. )
TOPs (Texture Operators) - all 2D image operation:
- 2D image manipulation like in COPs or normal Nuke
CHOPs (Channel Operators) - motion, audio, animation, control signals:
- very much like Houdini CHOPs
- manipulating values and driving parameters with them
- anything that’s got to do with audio
- input for different sensor types or controllers (e.g. midi)
SOPs (Surface Operators) - 3D points, polygons and other 3D “primitives”:
- equal to SOPs in Houdini
- working with geometry
MATs (Material Operators) - materials and shaders:
- like MAT and SHOP nets in Houdini
DATs (Data Operators) - ASCII text as plain text, scripts, XML, or organized in tables of cells:
- doesn’t really exist in Houdini as data is usually stored in attributes
Custom (Custom Operators):
- you can create custom Operators which can belong to any type with C++
You can’t connect operators of different types together but there are many ways to convert between types or reference outputs into parameters just like in Houdini.
# Node UI
- Star: Viewer Active
- Arrow: Bypass
- Lock: Unlock/Lock
- Target Circle: Display
- Dot: Activate BG Display
# Comparison
# Hou to Touch
- Subnet > Base
- Poly Frame > Attribute Create (only generates normals and tangents)
- Merge = Merge
- Transform = Transform
- Sort = Sort
- circle, grid, etc. are mostly the same
# Nuke to TOPs
- Grade, Color Correction, Invert > Levels
- Saturation, Hueshift etc. > HSV Adjust
- Merge > Composite
- Reformat > Resolution
- Shuffle > Channel Mix (similar to old shuffle style)
- Crop = Crop
- Blur = Blur
- Transform = Transform
# Examples
Under the Help
tab you can find Operator Snippets
where you can load examples for most of the nodes
# Workflow
# Similarities to Houdini
- always use
null
nodes to mark the end/output of something (especially useful when the output is referenced somewhere) - ‘Copy Parameter’ / ‘Paste Reference’ Workflow is the same
- You can
Lock
,Bypass
, andDisplay
nodes
# Random Facts
- in TD the axis of any image (TOPs) are mapped to
uv coordinates
ranging from 0-1 (think STMap in Nuke)
# HDAs to MyComponents
sources / further reading: