skills/creative/touchdesigner-mcp/references/projection-mapping.md
Multi-window output, surface mapping, edge blending, and projector calibration patterns for installation/event work.
For HUD layouts and on-screen panel grids, see layout-compositor.md. For wireframe/test-pattern generation, see operator-tips.md.
The windowCOMP is how TD pushes pixels to a real display.
win = root.create(windowCOMP, 'output_window')
win.par.winop = '/project1/final_out' # path to the TOP being displayed
win.par.winw = 1920
win.par.winh = 1080
win.par.winoffsetx = 0 # screen-space offset
win.par.winoffsety = 0
win.par.borders = False # no chrome
win.par.alwaysontop = True
win.par.cursor = False # hide cursor in fullscreen
win.par.justify = 'fillaspect' # 'fill' | 'fitaspect' | 'fillaspect' | 'native'
win.par.winopen.pulse() # OPEN the window
To target a specific physical display, set par.location:
win.par.location = 'secondary' # 'primary' | 'secondary' | 'monitor1' | 'monitor2' | ...
Or set absolute coordinates using winoffsetx/y matched to your OS display layout.
Always pulse winopen — setting params alone doesn't open the window.
For multi-projector or multi-display setups, create one windowCOMP per output, each pointing at a different TOP.
for i, screen_top in enumerate(['out_left', 'out_center', 'out_right']):
w = root.create(windowCOMP, f'win_{i}')
w.par.winop = f'/project1/{screen_top}'
w.par.winw = 1920; w.par.winh = 1080
w.par.winoffsetx = i * 1920
w.par.winoffsety = 0
w.par.borders = False
w.par.alwaysontop = True
w.par.cursor = False
w.par.winopen.pulse()
For ultra-wide single-output spans, use ONE windowCOMP at e.g. 5760×1080 spanning three projectors via the GPU's mosaic/spanning mode (Nvidia Mosaic, AMD Eyefinity), then split content via cropTOP per screen inside TD.
The simplest projection mapping primitive — warping a rectangle onto a quadrilateral.
# Source content
src = op('/project1/scene_out')
# Manual: cornerPinTOP (TD has this built-in)
cp = root.create(cornerPinTOP, 'corner_pin')
cp.par.tlx = 0.05; cp.par.tly = 0.10 # top-left (normalized 0-1)
cp.par.trx = 0.95; cp.par.try = 0.08 # top-right
cp.par.brx = 0.93; cp.par.bry = 0.92 # bottom-right
cp.par.blx = 0.07; cp.par.bly = 0.94 # bottom-left
cp.inputConnectors[0].connect(src)
Alternative: use a geometryCOMP with a gridSOP and bend the verts in vertex GLSL. More flexible (curved surfaces) but more setup.
Verify TD 2025.32 param names with td_get_par_info(op_type='cornerPinTOP').
For non-flat surfaces (domes, columns, curved walls), use a subdivided mesh and per-vertex displacement.
# Subdivided grid in a geo
geo = root.create(geometryCOMP, 'warp_geo')
grid = geo.create(gridSOP, 'warp_grid')
grid.par.rows = 32 # higher = smoother curve
grid.par.cols = 32
grid.par.sizex = 2; grid.par.sizey = 2
# Texture the source onto it
mat = root.create(constMAT, 'warp_mat') # use constMAT for unlit projection
mat.par.maptop = '/project1/scene_out' # source TOP
geo.par.material = mat.path
# Render to a TOP that goes to the projector window
cam = root.create(cameraCOMP, 'cam_proj')
cam.par.tz = 4
render = root.create(renderTOP, 'projection_out')
render.par.camera = cam.path
render.par.geometry = geo.path
render.par.outputresolution = 'custom'
render.par.resolutionw = 1920; render.par.resolutionh = 1080
For per-vertex offsets, write a vertex GLSL on the constMAT (or use glslMAT) and read displacement values from a CHOP via uniform.
Calibration is iterative: render a checkerboard from scene_out, project it, photograph the projection, manually nudge corner/grid points until aligned.
When two projectors overlap, the overlap region is twice as bright. Blend by ramping each projector's edge alpha to 0 across the overlap zone.
Per-projector output pass that fades the inside edge to black:
// edge_blend_pixel.glsl
out vec4 fragColor;
uniform float uBlendLeft; // overlap width on left edge (0-0.5, 0=no blend)
uniform float uBlendRight;
uniform float uGamma; // typically 2.2 — perceptual ramp
void main() {
vec2 uv = vUV.st;
vec4 col = texture(sTD2DInputs[0], uv);
float aL = (uBlendLeft > 0.0) ? smoothstep(0.0, uBlendLeft, uv.x) : 1.0;
float aR = (uBlendRight > 0.0) ? smoothstep(0.0, uBlendRight, 1.0 - uv.x) : 1.0;
float a = pow(aL * aR, uGamma);
fragColor = TDOutputSwizzle(vec4(col.rgb * a, 1.0));
}
Apply this to each overlap-touching projector's output. Tune uBlendLeft / uBlendRight to match your physical overlap.
For top/bottom blends or cylindrical setups, extend the shader with uBlendTop / uBlendBottom.
Useful test patterns for aligning projectors. Build a switchTOP selecting one of these, route to all projector windows during setup.
# Solid white — for brightness/uniformity check
white = root.create(constantTOP, 'cal_white')
white.par.colorr = 1.0; white.par.colorg = 1.0; white.par.colorb = 1.0
# Centered crosshair — for keystone alignment
gridcross = root.create(textTOP, 'cal_cross')
gridcross.par.text = '+'
gridcross.par.fontsizex = 200
# Fine grid — for warp/mesh alignment (use rampTOP + math + threshold, or build via GLSL)
# Color bars for projector color calibration
bars = root.create(rampTOP, 'cal_bars')
bars.par.type = 'horizontal'
Or use the bundled testpatternTOP if your TD version includes it.
When debugging a multi-screen setup:
textTOP saying "LEFT", "CENTER", "RIGHT").td_get_operator_info(path='/project1/win_0').td_get_perf — if a window's source TOP isn't cooking, the projector shows last frame frozen.winopen.pulse(). Setting params alone doesn't open it.par.location='secondary' depends on OS display order. Set winoffsetx/y to absolute coords as a more reliable override.par.cursor = False BEFORE opening, or close+reopen.final_out TOP is cooking via td_get_perf. Check td_get_errors recursively from /.windowCOMP honors par.vsync. For projection always set vsync='vsync' (default). Tearing means GPU is over-budget — reduce render resolution.justify='fitaspect' or render at native projector res.windowCOMP honors macOS Spaces. Disable Spaces or pin TD to a specific display in System Settings before showtime.| Goal | Approach |
|---|---|
| Single fullscreen output | One windowCOMP, justify='fillaspect', winopen.pulse() |
| 3-projector wide span | 3 windowCOMP + per-output cropTOP from one wide source |
| Single quad surface | cornerPinTOP → windowCOMP |
| Curved/dome | Subdivided gridSOP with vertex GLSL → renderTOP → windowCOMP |
| Edge blend overlap | GLSL fade shader per projector → windowCOMP |
| Calibration mode | switchTOP between scene and test patterns, hot-key triggered |