Oculus Rift CV1[edit]
Oculus Rift VR headset through the Oculus Rift TOP and Oculus Rift CHOP.
Download three demos files: File:OculusRiftCV1Demos.zip
- Download Derivative TouchDesigner Pro v099 (keygen crack). Download basICColor input 5.2.2 mac/win (crack key. Download NewTek LightWave 3D 2018.0.1 (keygen crack) Download Indigo Renderer 4.0.64 WIN License (crack. Download Photodex ProShow Producer 9.0.3782 (crack.
- Download it here Download macOS CodeMeter You can run multiple builds of TouchDesigner easily on macOS by simply putting the TouchDesigner application in a different folder or by renaming the TouchDesigner.app file (so it doesn't overwrite the existing build).
Download it here Download macOS CodeMeter You can run multiple builds of TouchDesigner easily on macOS by simply putting the TouchDesigner application in a different folder or by renaming the TouchDesigner.app file (so it doesn't overwrite the existing build).
[edit]
TouchDesigner has built-in support for Oculus Rift through the Oculus Rift TOP and Oculus Rift CHOP. Both operators have a Device parameter to support using multiple devices connected to one machine.
Requirements
- Setup Oculus Rift CV1 using Oculus's setup tool: Setup Oculus
Ways to interface with Oculus Rift in TouchDesigner
- Oculus Rift CHOP - outputs several sets of channels such as orientation, left and right eye camera positions, acceleration and left and right eye projection matrices.
- Oculus Rift TOP - Outputs the left and right images to the Oculus Rift.
Getting Started[edit]
The demos list above are a good starting point for developing for the Oculus Rift. First ensure that the headset is configured to use the 'Extend Desktop to the HMD' display mode. This can be selected from the Oculus Configuration Utility under the Tools->Rift Display Mode menu. Direct HMD rendering is not supported for OpenGL applications yet. Once the Oculus is appearing as an extra monitor in your OS you need to ensure it has the correct orientation. By default it shows up as 'Portrait' but our tests have shown that the correct orientation is 'Landscape (Flipped)'. Use the 'Show Demo Scene' button in the Oculus Configuration Utility to test and ensure the display is setup correctly. Once the Oculus is working correctly for the demo scene in 'Extend Desktop Mode', it should also work correctly for TouchDesigner.
Refresh Rate Issues[edit]
The Oculus Rift S runs at 80hz and the Oculus Rift DV1 runs at 90hz, but most desktop monitors are 60hz. Windows may not feed the Oculus 80/90hz data if there are TouchDesigner windows redrawing on the 60hz monitor. If possible set all your monitors to run at 90hz also, however many monitors don't support that. Going into perform mode with your window and ensuring the 'Redraw' parameter is off avoids this issue. In addition, V-Sync Mode in the perform WindowCOMP should be disabled.
Oculus Rift CHOP[edit]
The Oculus Rift CHOP provides two main sets of data. Each eye's camera render position via a transform matrix as 16 CHOP channels. The other set of data is each eye's projection matrix also as 16 CHOP channels. These two matrices can be used directly in the Camera COMP using the CHOP/DAT Matrix parameters for the Pre-XForm and Projection Matrix.
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- For additional support and troubleshooting refer to the Oculus Rift Community.
Retrieved from 'https://docs.derivative.ca/index.php?title=Oculus_Rift&oldid=17880'
[edit]
The RealSense TOP connects to Intel RealSense devices and outputs color, depth and IR data from it.
NOTE: D415, D435, D435i and T265 cameras are currently disabled on macOS due to bugs in the Intel librealsense API.
See also RealSense for hardware information and installation instruction, and the RealSense CHOP.
Parameters - Setup Page
Active
active
- When set to 1 the TOP captures the image stream from the camera. API
api
- ⊞ - Select which API to use.- RealSense SDK for Windows
winrsense
- Windows only and supports older camera models only such as the F200, R200, SR300. This SDK is deprecated.
- RealSense Cross Platform API
librealsense
- Cross platform support for all camera models. This is the most current SDK.
Model
model
- ⊞ - Select the model of device to use.Sensor
sensor
- Select the device to use. Image
image
- ⊞ - Select the image type to output.- Color
color
- The video from the color sensor.
- Depth
depth
- The calculated depth value for each pixel. The data is re-range to be between 0 and the 'Max Depth' parameter, specified in Meters. A pixel value of 0 means 0 meters from the camera while a pixel value of 1 means 'Max Depth' or more pixels from the camera.
- Raw Depth
rawdepth
- The raw depth value for each pixel from the SDK. Not well documented by the SDK. The data is re-range to be between 0 and the 'Max Depth' parameter, specified in Meters. A pixel value of 0 means 0 meters from the camera while a pixel value of 1 means 'Max Depth' or more pixels from the camera.
- Visualized Depth
visualizeddepth
- The depth values as output from the SDK when requesting a RGBA image. This output is useful for visualizing the depth, but the pixels values are dyanmically re-ranged by the SDK so it can't be used to determine a pixel's actual depth from the camera.
![Touch Designer Mac Download Touch Designer Mac Download](/uploads/1/2/6/6/126656016/620793900.jpg)
- Depth To Color UV Map
depthtocoloruv
- A RG 32-bit float texture that is the UV values needed to remap the Depth image to line up with the Color image. Use a Remap TOP with this and the Depth image to produce something that will be aligned with the Color image.
- Color To Depth UV Map
colortodepthuv
- A RG 32-bit float texture that is the UV values needed to remap the Color image to line up with the Depth image. Use a Remap TOP with this and the Color image to produce something that will be aligned with the Depth image.
- Infrared
infrared
- The raw video from the infrared sensor.
![Touch Touch](https://derivative.ca/sites/default/files/styles/mobile_slideshow/public/field/field-slide-image/devision_1200_11_8_pt2.jpg)
- Point Cloud
pointcloud
- Literally a cloud of points in 3d space (X, Y, Z coordinates) or data points created by the scanner of the RealSense Camera.
- Point Cloud Color UVs
pointcloudcoloruv
- Which can be used to get each point’s color from the Color image stream.
- Segmented Color (with Alpha)
segmentedcolor
- Which outputs masked color image of the detected person in front of the camera.
Color Camera Resolution
colorres
- Select the resolution of the video. Currently only usable for the Color image. Max Depth
maxdepth
- The depth value pixels with a value of 1 will be set to. Specified in Meters. Pixels with a depth larger than this will be clamped to 1 for fixed point texture output, or go above 1 for floating point output. Mirror Image
mirrorimage
- Flip the image horizontally. Use Default Tradeoff
defaulttradeoff
- Use the default Motion Range Tradeoff specified by the device. Motion Range Tradeoff
tradeoff
- Specifies the tradeoff between motion and range. Value is from 0 (short exposure, short range, and better motion) to 100 (long exposure and long range). Options CHOP
optionschop
- Channels specified in this CHOP allow for setting all of the options that the RealSense camera supports. Channel names should be the same as the C enumeration, with the RS2_OPTION_ prefix removed, and all lowercase. E.g RS2_OPTION_ENABLE_AUTO_EXPOSURE can be set by using a channel named 'enable_auto_exposure'. A list of options can be found here.Output Resolution
outputresolution
- ⊞ - quickly change the resolution of the TOP's data.- Use Input
useinput
- Uses the input's resolution.
- Eighth
eighth
- Multiply the input's resolution by that amount.
- Quarter
quarter
- Multiply the input's resolution by that amount.
- Half
half
- Multiply the input's resolution by that amount.
- 2X
2x
- Multiply the input's resolution by that amount.
- 4X
4x
- Multiply the input's resolution by that amount.
- 8X
8x
- Multiply the input's resolution by that amount.
- Fit Resolution
fit
- Grow or shrink the input resolution to fit this resolution, while keeping the aspect ratio the same.
- Limit Resolution
limit
- Limit the input resolution to be not larger than this resolution, while keeping the aspect ratio the same.
- Custom Resolution
custom
- Directly control the width and height.
Resolution
resolution
- ⊞ - Enabled only when the Resolution parameter is set to Custom Resolution. Some Generators like Constant and Ramp do not use inputs and only use this field to determine their size. The drop down menu on the right provides some commonly used resolutions.Resolution Menu
resmenu
- A drop-down menu with some commonly used resolutions. Use Global Res Multiplier
resmult
- Uses the Global Resolution Multiplier found in Edit>Preferences>TOPs. This multiplies all the TOPs resolutions by the set amount. This is handy when working on computers with different hardware specifications. If a project is designed on a desktop workstation with lots of graphics memory, a user on a laptop with only 64MB VRAM can set the Global Resolution Multiplier to a value of half or quarter so it runs at an acceptable speed. By checking this checkbox on, this TOP is affected by the global multiplier. Output Aspect
outputaspect
- ⊞ - Sets the image aspect ratio allowing any textures to be viewed in any size. Watch for unexpected results when compositing TOPs with different aspect ratios. (You can define images with non-square pixels using xres, yres, aspectx, aspecty where xres/yres != aspectx/aspecty.)- Use Input
useinput
- Uses the input's aspect ratio.
- Resolution
resolution
- Uses the aspect of the image's defined resolution (ie 512x256 would be 2:1), whereby each pixel is square.
Touchdesigner Derivative
- Custom Aspect
custom
- Lets you explicitly define a custom aspect ratio in the Aspect parameter below.
Aspect
aspect
- ⊞ - Use when Output Aspect parameter is set to Custom Aspect.Aspect Menu
armenu
- A drop-down menu with some commonly used aspect ratios. Input Smoothness
inputfiltertype
- ⊞ - This controls pixel filtering on the input image of the TOP.- Nearest Pixel
nearest
- Uses nearest pixel or accurate image representation. Images will look jaggy when viewing at any zoom level other than Native Resolution.
- Interpolate Pixels
linear
- Uses linear filtering between pixels. This is how you get TOP images in viewers to look good at various zoom levels, especially useful when using any Fill Viewer setting other than Native Resolution.
- Mipmap Pixels
mipmap
- Uses mipmap filtering when scaling images. This can be used to reduce artifacts and sparkling in moving/scaling images that have lots of detail.
Fill Viewer
fillmode
- ⊞ - Determine how the TOP image is displayed in the viewer.NOTE:To get an understanding of how TOPs work with images, you will want to set this to Native Resolution as you lay down TOPs when starting out. This will let you see what is actually happening without any automatic viewer resizing.- Use Input
useinput
- Uses the same Fill Viewer settings as it's input.
- Fill
fill
- Stretches the image to fit the edges of the viewer.
- Fit Horizontal
width
- Stretches image to fit viewer horizontally.
Touchdesigner 99
- Fit Vertical
height
- Stretches image to fit viewer vertically.
- Fit Best
best
- Stretches or squashes image so no part of image is cropped.
- Fit Outside
outside
- Stretches or squashes image so image fills viewer while constraining it's proportions. This often leads to part of image getting cropped by viewer.
- Native Resolution
nativeres
- Displays the native resolution of the image in the viewer.
Viewer Smoothness
filtertype
- ⊞ - This controls pixel filtering in the viewers.Mac Download Torrent
- Nearest Pixel
nearest
- Uses nearest pixel or accurate image representation. Images will look jaggy when viewing at any zoom level other than Native Resolution.
- Interpolate Pixels
linear
- Uses linear filtering between pixels. Use this to get TOP images in viewers to look good at various zoom levels, especially useful when using any Fill Viewer setting other than Native Resolution.
- Mipmap Pixels
mipmap
- Uses mipmap filtering when scaling images. This can be used to reduce artifacts and sparkling in moving/scaling images that have lots of detail. When the input is 32-bit float format, only nearest filtering will be used (regardless of what is selected).
Passes
npasses
- Duplicates the operation of the TOP the specified number of times. For every pass after the first it takes the result of the previous pass and replaces the node's first input with the result of the previous pass. One exception to this is the GLSL TOP when using compute shaders, where the input will continue to be the connected TOP's image. Channel Mask
chanmask
- Allows you to choose which channels (R, G, B, or A) the TOP will operate on. All channels are selected by default. Pixel Format
format
- ⊞ - Format used to store data for each channel in the image (ie. R, G, B, and A). Refer to Pixel Formats for more information.- Use Input
useinput
- Uses the input's pixel format.
- 8-bit fixed (RGBA)
rgba8fixed
- Uses 8-bit integer values for each channel.
- sRGB 8-bit fixed (RGBA)
srgba8fixed
- Uses 8-bit integer values for each channel and stores color in sRGB colorspace. Note that this does not apply an sRGB curve to the pixel values, it only stores them using an sRGB curve. This means more data is used for the darker values and less for the brighter values. When the values are read downstream they will be converted back to linear. For more information refer to sRGB.
- 16-bit float (RGBA)
rgba16float
- Uses 16-bits per color channel, 64-bits per pixel.
- 32-bit float (RGBA)
rgba32float
- Uses 32-bits per color channel, 128-bits per pixels.
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- 10-bit RGB, 2-bit Alpha, fixed (RGBA)
rgb10a2fixed
- Uses 10-bits per color channel and 2-bits for alpha, 32-bits total per pixel.
- 16-bit fixed (RGBA)
rgba16fixed
- Uses 16-bits per color channel, 64-bits total per pixel.
- 11-bit float (RGB), Positive Values Only
rgba11float
- A RGB floating point format that has 11 bits for the Red and Green channels, and 10-bits for the Blue Channel, 32-bits total per pixel (therefore the same memory usage as 8-bit RGBA). The Alpha channel in this format will always be 1. Values can go above one, but can't be negative. ie. the range is [0, infinite).
- 16-bit float (RGB)
rgb16float
-
- 32-bit float (RGB)
rgb32float
-
Derivative Touchdesigner Pro
- 8-bit fixed (Mono)
mono8fixed
- Single channel, where RGB will all have the same value, and Alpha will be 1.0. 8-bits per pixel.
- 16-bit fixed (Mono)
mono16fixed
- Single channel, where RGB will all have the same value, and Alpha will be 1.0. 16-bits per pixel.
- 16-bit float (Mono)
mono16float
- Single channel, where RGB will all have the same value, and Alpha will be 1.0. 16-bits per pixel.
- 32-bit float (Mono)
mono32float
- Single channel, where RGB will all have the same value, and Alpha will be 1.0. 32-bits per pixel.
- 8-bit fixed (RG)
rg8fixed
- A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 8-bits per channel, 16-bits total per pixel.
- 16-bit fixed (RG)
rg16fixed
- A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 16-bits per channel, 32-bits total per pixel.
- 16-bit float (RG)
rg16float
- A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 16-bits per channel, 32-bits total per pixel.
- 32-bit float (RG)
rg32float
- A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 32-bits per channel, 64-bits total per pixel.
- 8-bit fixed (A)
a8fixed
- An Alpha only format that has 8-bits per channel, 8-bits per pixel.
- 16-bit fixed (A)
a16fixed
- An Alpha only format that has 16-bits per channel, 16-bits per pixel.
- 16-bit float (A)
a16float
- An Alpha only format that has 16-bits per channel, 16-bits per pixel.
- 32-bit float (A)
a32float
- An Alpha only format that has 32-bits per channel, 32-bits per pixel.
- 8-bit fixed (Mono+Alpha)
monoalpha8fixed
- A 2 channel format, one value for RGB and one value for Alpha. 8-bits per channel, 16-bits per pixel.
- 16-bit fixed (Mono+Alpha)
monoalpha16fixed
- A 2 channel format, one value for RGB and one value for Alpha. 16-bits per channel, 32-bits per pixel.
- 16-bit float (Mono+Alpha)
monoalpha16float
- A 2 channel format, one value for RGB and one value for Alpha. 16-bits per channel, 32-bits per pixel.
- 32-bit float (Mono+Alpha)
monoalpha32float
- A 2 channel format, one value for RGB and one value for Alpha. 32-bits per channel, 64-bits per pixel.
TouchDesigner Build:
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