TD study notes

TD Notes

Component Texture Operators Channel Operators Surface Operators Materials Data Operators
2D 3D
Shuffle
(2)

  • Transform data da to chop
    1.(only want the first column)(0.0) of the data 2. shuffle to change the arrangement 3. change the name 4. output

(3)

  • Info chop(only have judgment when touch point is greater than 1)
    (4)
  • Synthesize a base Stack the data of base together (didn’t understand)
    (5)
  • Sop– geometry Convert data to image
  • orthographic parallel light
  • give only geometry– instance
  • 16:9: put essentially compress the output data of the y-axis
    (6)
  • bug-couldn’t find xy, constant chop
  • Set it to a place outside of rendering (when there is no data) Sometimes the original solution is implemented
    3dpart
    instance makes geometry
    Sop–chop (coordinate conversion to 9 data)
    Grid-null—–sop-null—-circle–geometry instance(circle data for image axis data for reference use two composite one)-rander
    Press the blue button to show something

render pick dat(can convert instance geometry model)

  • Math change mapping range – convert to DAT (choptodat), create uv (need to give the data name), and then put the name and data together
  • Rpd – to know what instance was captured (fetch instance id) link randerpass top(?)
  • Select select the one put into render inside the data needed – select – select line – select the first line
    instance interaction
    lag

liquefy style

  • up and down v left and right u, map image pixels to uv
  • Glsl – change the color & parameters
  • display add noise harmonic(absTime.seconds) to generate dynamic
  • feedbacktop
  • feedbacktop
    diffusionreaction
  • (Draw a circle) circle-fit-null-blur-blur -somp-substract
  • (Feedback why is there at the generation point)
  • Make the generated lines slim and shiny-edege+level
  • coloring lookup+ramp
    particle
    Steps:Make gravitational field – Make small geometry – Extract velocity data – Determine
  • Grid-sort(random)-particle(four ports are source, collision, gravitational field, surface adsorption)
  • Insert point to remove the normal information for the particle to cling to
  • Add gravitational force (forec-radioforce) (axial force to make particles come out votexforce-rotate)
  • Make geometry: use tube and transform, then render the three pieces (how is geo connected???)
  • Geo instance (synthesis part) instanceing pull in just done particle information (synthesis can get a particle map, the camera tighten up a bit)
  • convert to chop (sop to) need velocity information (custom–v(0) v(1) v(2)) https://docs.derivative.ca/Attribute
  • Then select select the data inside v[0-2], math to expand the range (what does math do?)
  • Geoinstance integration of the role of 1. the production of the particle field of translation (?) and the geometry of the production of the merge, and then also need the rotation speed of the particle field (using the chop extraction)
  • add a judgment, so that the dependent part is zero, the farther you fly, the greater – need zinfo (and then chopselect-math) (but why is the farthest particle 0.3??) 0 (disappear) – 1 (appear)
  • use info to read information corresponding to the pixel, top to chop-get rgb conversion
  • a question: how does chop achieve the decision (seems to be math???)
  • filter interaction: op(‘grid1’).par.sizex/2*-1 extract the size of the object parameters to half of the minus (the left half of the x-axis parameters)
  • processing of data: x corresponds to chart x data, y corresponds to chart y data (math + expression) then choptosop (existing point coordinates)
  • Copy logic: radar coordinates + ball (copy)
  • bug: no interaction when an additional point – math determination (do not know what active do, as if to determine whether something is active) 0,1-0,0.17

  • PARTICLEGPU
    turbulence period
    TLSL
    Gals-math-null and then change the perspective
    noise change value(?) right-click displaypixelvaule to find the rgb value (to make the contrast stronger, then change the offset by four one??) -exponent
    (black is -1 white is 1) then math mapping -1-1 0,1(?) presumably to bring the range of the two math consistent?
    (to add math because the original value of noise is not 01) to have 01 parameters of the mapping and uv multiplication 0 is not displayed, 1 is the original uv color

Need something: change the particlegpu into a radar interaction component

constant is what does it do? (retain the name when the data is zero) () remember to change the mode to sum, otherwise there will be two data
slope: something that increases proportionally to speed (not quite sure what it does)
expression (role or judgment) because the calculation of the rate will appear when a large value, so you have to write the conditions to remove it
me.inputVal*10 *-1 if -5<= me.inputVal <= 5 else 0
In the middle is the condition The first is the operation to be performed if the condition is met, and the second is if it is not in the interval (else)
-1 root direction related (?) rename their names
What does math do?
These are related to the direction of gravity (did not understand the three parameters) (?)
-10 if me.inputVal ! =0 else 0 (if there is displacement, apply force (why only use the y-axis?)) anon
What is this merge of variables and quantification() with two merge
five variables and four constants – nine channels (the rest with constant ?????? why)


  1. z-coordinate
  2. radius
  3. type(?)
    4.z
    
    slope per sample in slope

Pixel style
Render three-piece set-sphere-wireframe-noise-geocomp(?)
Render-rgbkey (these two add an over??) Then copy a small pattern to do inside, the middle in attributecreate, both options are turned on (do not know what to do)
Feedback the specific understanding and use? (over gave the feedback)