For Touchdesigner. Example of using geometry shaders. Geometry shaders are handy for taking incoming points and rending additional points / tristrips / lines at each face. There’s also a displacement shader for the rear mesh looking piece.
Video sources with fluid / smooth motion tend to work better than skitchy / jumpy / cut stuff. Res controls the number of squares. /Geo1 use image (button) applies the texture to the geometrys when on. Or uses the uniform picked color of the original vertex uniformly when off.
Yeah, you could do something similarish using instancing. But this is technically alot faster as all calcs are handled on the gpu.
See how I’ve used it at https://vimeo.com/141266387. I used a count chop attached to an incoming beat trigger to modify the resolution settings.
GeoShader
This component I found a few issues with.
First, a number of nodes are somehow in 'tscript mode', namely the outside container and the Null TOP inside called final. This is very dangerous for users to start using in their files as when they append nodes to the end of the TOP chain they will also be in 'tscript mode'.
Secondly, the main container has a Layout Size of 160x90, in future versions of TouchDesigner like Experimental 2017.30000 series and later, this will result in a viewer image that maxes out at 160x90 and therefore looks pixelated and low quality when the node it large in the network.
First, a number of nodes are somehow in 'tscript mode', namely the outside container and the Null TOP inside called final. This is very dangerous for users to start using in their files as when they append nodes to the end of the TOP chain they will also be in 'tscript mode'.
Secondly, the main container has a Layout Size of 160x90, in future versions of TouchDesigner like Experimental 2017.30000 series and later, this will result in a viewer image that maxes out at 160x90 and therefore looks pixelated and low quality when the node it large in the network.