NokiMo
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Interior Mapping in Touchdesigner

Dear Friends, while we were working on our audio reactive vaporesque racing clip, I've stumbled on this so called 'interior mapping', well, it has different aliases, parallax mapping, depth mapping etc. What intrigued me is how you could turn one polygon in a full sized skyscraper including all these different interiors. Always nice to keep one leg in the gamedevelopment. Not sure if they got track of my interests lately but it sort of kept popping up here and there, clips of flat planes with all cozy interiors. Besides the fact that you see these more often implemented in gaming, the technique is quite old already. Nonetheless, very suitable for our skyscraper filled videoclip. Just to give it that little bit 'extra'. 

So....couple of headaches later, got a GLSL material working in TD! It uses cubemaps for the interiors, randomizes, and you can just use instancing in the geoCOMP to distribute your windows. 

Here is a piece of the shader for you to play with it. A more expanded version is coming soon! Might do a tutorial on it, but it's quite a lot of math, so could take a while.

You can grab the interior exr's from here: https://github.com/julsVFX/osl . He uses textures instead of cubemaps. However the cubemap approach made it code wise a little easier. I think I'll build a similar version of his, the parameters are quite nice and the extra interior plane and curtains add up to the parallax vibe.

Best!

Download shader here:  https://www.patreon.com/posts/workfiles-in-74476600

Interior Mapping in Touchdesigner

Comments

Thanks! Yes it is basically texture instancing how you would use it in the geoCOMP, but than in GLSL form. I have it ready, but code wise a little bit messy, so I first uploaded the version without the texture randomization option, but I've got one cleaned up very soon, so will upload a v1.1 probably this weekend already.

very cool! How did you randomize the maps across the instances?

Par5ifal


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