Stacked jagged strata lit from above and wrapped in iridescent fog, a soft pulse of light rolling down through them once per loop, split into orange and azure fringes by a per-channel displacement, with light streaks that rise along the curved layers and bloom. The classic animated-ramp-displaced-by-animated-noise look rebuilt on the GPU: a Ramp TOP, three GLSL TOPs (one writing three color buffers), two Render Select TOPs and a Bloom TOP, looping seamlessly.
the Collection
see it. embody it
post a TDXNCopy any specimen's TDXN (TouchDesigner eXternal Network) to your clipboard and paste it straight into a TouchDesigner .toe running Embody.
A grid of small letters breathes into one giant letter and back, cycling through a word with the polarity flipping on every letter. Every cell is a window onto the same glyph texture, driven by a UV map built entirely from Ramp, Channel Mix and Cross TOPs and sampled by one Remap TOP: the windows spin about their own centers as they zoom, and stopping just short of full zoom leaves the repeated slivers and arrowheads of the glitched big letter. Ten TOPs, no CHOPs, no GLSL.
Two suns dance like magnets in deep space, colliding in golden explosions while globs of zero-g water cling to the large one, get flung off and drift back. A two-body simulation in a tiny GLSL feedback texture drives reaction-diffusion flares, a GPU fluid, refracting metaball water and POP sparks, all finished with a film pass.
A Tibetan-thangka mandala. Thirty-two parameterised layers of POP geometry merge into three streams that three GLSL POPs draw in one pass each, reading every layer's settings from a CHOP texture buffer, so the whole image costs about a millisecond a frame. A GLSL scrollwork texture grows outward beneath the elements on a quad inside the render, and a final GLSL pass ages it with patchy wear and shimmering specks; Loop mode snaps every rate so renders repeat exactly.
Plug-in your static image or live video TOP on the left side, choose your favourite method, and watch the retro-goodness of 90's dithered computer graphics come to life. Optionally, you can plug-in a custom colour palette as well. Don't forget to play around with the parameters until you find the look you like best ;-)
EmbodyComfyUI is an update to Oleg Chomp's excellent TDComfyUI, bringing a more lightweight architecture, more robustness, and compatibility with the most recent versions of ComfyUI Desktop. Usage: - Export your workflow in .json API format from ComfyUI. - Open it as a text DAT and plug it in as the input for EmbodyComfyUI. - Launch your ComfyUI server and make sure the IP address and port are set correctly. - Connect and drop the TOP you want to transform into the Load Image (Base64) parameter. - Have fun!!!
Recreated from one reference screenshot and the prompt: "recreate this imagein TouchDesigner, exactly the same layout." Rather than eyeball it, the reference was measured programmatically — per-row baselines, cap heights and ink extents — which revealed that each line is centered on a smoothly drifting point, not ragged-left as it appears. Those numbers became the table. Read left to right: table_lineup (name | code | centre) plus a Noise CHOP feed script_spec, which emits a Text TOP Specification DAT — a table where each row is one string with its own x/y — sizing each name via evalTextSize() so the superscripts land correctly. select_names / select_codes split that into two Text TOPs, because the spec DAT positions per row but ignores per-row font size. They composite into out1. Verified by capturing the render and re-measuring it against the source: line centres match within 0.6 px RMS. Noise CHOP Amplitude drives the stagger — at 0 it's the exact reference frame. All geometry is stored as canvas fractions, so it's resolution independent.
A raymarched 3D Mandelbulb fractal rendered entirely in one GLSL TOP. The classic distance estimator is marched per pixel against a slowly orbiting camera; orbit-trap values captured during iteration tint the surface, and soft shadows, a fresnel rim, and a proximity glow give it depth. No input, no feedback - a drop-in hero render, a looping VJ source, or a reference for distance-estimated raymarching.
A dense GPU particle swarm that flocks like a starling murmuration at dusk - cohering, separating, aligning, and flowing around a slow invisible attractor with curl-noise wander. True per-neighbor Reynolds flocking computed on the GPU (a Neighbor POP index list iterated in a GLSL POP), rendered as luminous additive point sprites.
A flowing GPU plasma. Two sine-wave fields at slightly detuned scales beat against each other into shimmering moire fringes, a slow rotating domain warp bends the coordinates into liquid motion, and the result is mapped through a cyclic cosine palette. Self-contained and stateless - one GLSL TOP, no input, no feedback - so it drops in anywhere as a VJ loop, texture, or displacement source.
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