No-Code Realtime Caustics in TouchDesigner using the RayPOP
Learn how to create realistic caustics in TouchDesigner from scratch! This tutorial breaks down the math behind light refraction — Snell's Law, IOR, ray convergence — and shows how to combine multiple techniques to generate dynamic, animated caustics patterns. We cover some cool POP operators too, such as the RayPOP and MathCombinePOP (used for refraction)! Short and sweet, and I am including my previz + starting point in the project files too! Further Learning: TouchDesigner Docs → https://docs.derivative.ca Writing GLSL POPs → https://derivative.ca/UserGuide/Experimental:Write_GLSL_POPs GLSL in TouchDesigner (Courses & Files) → https://www.patreon.com/water__shed Find me online: Project Files & Patreon: https://www.patreon.com/water__shed Portfolio: https://www.lakeheckaman.com Instagram: https://instagram.com/lake_heckaman Enjoy :) 00:00 - Intro + Caustics Concepts 09:30 - Begin Recreate Component 13:22 - Ray POP 15:55 - Math Combine POP with Refract 20:10 - Intersect refracted rays with floor
Learn how to create realistic caustics in TouchDesigner from scratch! This tutorial breaks down the math behind light refraction — Snell's Law, IOR, ray convergence — and shows how to combine multiple techniques to generate dynamic, animated caustics patterns. We cover some cool POP operators too, such as the RayPOP and MathCombinePOP (used for refraction)! Short and sweet, and I am including my previz + starting point in the project files too! Further Learning: TouchDesigner Docs → https://docs.derivative.ca Writing GLSL POPs → https://derivative.ca/UserGuide/Experimental:Write_GLSL_POPs GLSL in TouchDesigner (Courses & Files) → https://www.patreon.com/water__shed Find me online: Project Files & Patreon: https://www.patreon.com/water__shed Portfolio: https://www.lakeheckaman.com Instagram: https://instagram.com/lake_heckaman Enjoy :) 00:00 - Intro + Caustics Concepts 09:30 - Begin Recreate Component 13:22 - Ray POP 15:55 - Math Combine POP with Refract 20:10 - Intersect refracted rays with floor