AUDIOREACTIVE LUMEN-PRINT - TOUCHDESIGNER TUTORIAL
By PPPANIK
Summary
## Key takeaways - **Use Multiple Transparent Images**: Use three different images with transparent backgrounds, same format, and light/dark details; switching between them leaves marks on the other image for more depth and details. [07:47], [08:30] - **First Feedback: Screen Mode + Luma Blur**: Create a COP feedback in screen mode with monochrome input, add animated noise-driven Luma blur for varying sharp and blurry areas, end with level opacity at 0.995 to fade effects. [10:38], [17:03] - **Motion Blur with Displacement**: After Luma blur, add slight displacement with animated colored noise (period 2, harmonics 3, amplitude 0.15, speed 0.1) for realistic accidental movement blur like in analog prints. [19:11], [21:15] - **Layer Transparency with Matte Comp**: Comp input images with opposite Luma blur, then use matte with animated luminance noise (period 1, harmonics 0, offset 3.8) over white areas, followed by max comp for layered transparency. [23:44], [28:26] - **Beat Detection Component**: Build beat component with audio file in, mono average, low-pass filter (cutoff 180), RMS analyze, threshold math (-0.4), logic, trigger (re-trigger 0.1), and customizable sliders. [35:45], [46:35] - **Audio-Reactive Switching**: Use beat-driven counter (limit 2, filter 0.25) on switch index for image changes and endless count (scaled 0-0.1) on noise transform for smooth color shifts on beats. [47:11], [51:37]
Topics Covered
- Take Breaks, Ignore Rude Critics
- Multiple Images Build Lumen Depth
- Luma Blur Simulates Layered Exposure
- Beat Triggers Image and Color Shifts
Full Transcript
foreign
[Music]
thank you [Music] hello hello hello this is your captain Panic speaking
and welcome back to another tattoo designer tutorial so I kinda took a very long nap
and didn't record any tutorials recently and that has a lot of reasons and one reason is that I just needed a break
and it's very very important to take breaks sometimes yes and there are two things I want to mention before we get started
and one thing is thank you for all the support the nice messages the really nice feedback and
yeah basically every kind act I'm really really thankful for that and I really do appreciate it and I really really really love the word really and
yes thank you um and now it's getting a little bit difficult for me because I need to say something negative or like
something that really bothered me and has been another reason why I didn't record anything in the recent past
and that's getting some not a lot but some very rude messages [Music] um
about my tutorials not being good enough in a professional way I think I I don't really get it I won't go too
deep into that but I really do appreciate feedback and constructive criticism but I really don't appreciate
very rude messages questioning my place in the tutorial area because I really do think everybody belongs here everybody
can share something everybody has a lot of good things to show and I would love everybody to do so
because that's Mutual support is what gets us further and not being mean and disrespectful about any
sort of skill levels or anything so yes I don't know if you got my point but please stay kind it's the first and most
important thing and please don't let anybody ever question your place you belong here and it's very very good
uh okay that was a little bit difficult but now um I will calm down and we will get started
so in the background you can already see what we are going to create today which is a setup I made inspired by Lumen Prince
um I can show you some references I used for this so these are all Lumen prints I found on the internet and I think lemon print is a analog
technique in photography that's how I would call it and it's basically you put something on a reactive light reactive paper
and everywhere the light gets through um it gets white and if you put something on it which has
different levels of transparency and the longer you leave it in the sun the more different layers you will get and that's how I also approached
approached this setup and yeah I really enjoy those different layers of transparency the different amount of sharpness like we have some
very sharp details and then some very blurry areas which gives us a great ways to expand this and make it
more abstract more colorful or anything so I really really love this so I really wanted to show hi hi I really wanted to say hi
no I really wanted to show how I approached this lumenprint technique in touch designer um yes and also I wanted to make it a
little bit more dynamic and audio active so we will also cover a little bit detection I made in this
tutorial which we will then use to change the input for our setup so I will play it now
attention there will be music don't be scared yeah so we use the bait to change the input and we also use the beat to change the color um
yes um what else to say as always you can find the project files of this setup on my patreon um
yes that's it um let's get started and I will see you on my screen
hello welcome on my screen and let's get get started so first of all
what we will need is input images um I am using some rendered
images of flowers in my case [Music] um so they are very much plain and
inspired by some scans so you could also search a flower on a field or like some grass or basically anything you can find which you find interesting which you
would also put in a paper and make a lumenprint out of it um so the only thing that is important is
that it's transparent it has a transparent background and it's really nice if it has some kind of light areas and dark areas with a lot of
detail I think also same for this it has some nice shapes and here we have some nice details as
well um so I am using three different images I really recommend
using more than one um because we will switch between those and when you switch it leaves a mark on the other image
which will give it more depth and more details basically so please use more than one image um yes
um and also please make sure that they have the same format like those are all square
it really saves you some troubles afterwards and some annoying extra notes as well so let them have the same format
and then you're good to go so then I will create a switch [Music] um
and I will put all three in the switch and after the switch I am making a fit so I can control the resolution more
easy I am going with a 2K format like this one if you
don't have the commercial version you need to adapt this to your limited resolution um
I recommend using the highest resolution which lets you play the animation at 60 or 30 frames because if the resolution is higher
you also actually achieve achieve achieve better looks with more details and
less blurriness and everything okay then I don't want to use any of the color my image has
so I am using a monochrome after it which I will just keep on default so we just have a monochrome image and then I will create a null
to um close our first step um
then we will create our first feedback loop and we will do that by creating a cop after this and give us
some space over here and change the operation mode from multiply to screen and then
we will also out of that null create a feedback this feedback um
we want to be able to reset it so we also make a keyboard in and then we will make the viewer active so we can export
this reference and then we just hold on here and drag it onto the pulse so now when every time we hit the key one on our keyboard we reset our
feedback right now we can't really see anything going on because our feedback is not active yet so we need to connect our feedback to
this comp again and then you we are using this comp as our reference layer so for the feedback so we just take it and drag it onto the feedback and Let It
Go and now we want to see what's going on in the background so I will connect this null
at this comp excuse me to another null which I will give some space as well and then I will make the display here active so just hit the blue circle
and then we have our image in the background all right right now we can't really see a lot um
um but we are already getting a silhouette of this now we want to be able
to give this some blurry areas and some sharp areas and we will do that by using
a Luma blur so Aluma blur is really really a very very cool component and it basically
lets you blur different areas on the image so in this setup we will use a noise and then we use this feedback as our
first input to set the resolution of this noise to the same resolution we are using everywhere else and then in the output we set this to
noise because I don't want our image comped into this so we just want this plane noise and then we use this as the second input
of our Luma blur and then you already can see what this does So based on
the different colors black and white we get different levels of blurriness
so in this case we are using the white areas to blur like everywhere we have white on this noise
it gets blurred and the gray areas get less blurred and the black areas don't get blurred um
yes so now we make some changes in that noise um like you can play with those different parameters I will just show
the ones that I used which is a period of three harmonics for and I put the amplitude quite High to
one point two three and I set the offset to zero and also
um I changed the seed to some random number and what else did I do
um the most important thing is to animate that noise because um we want our setup to be animated and the wound
and those blurry areas to change so I am under our translate tab we just under the set axis we just type
apps time dot seconds multiplied with 0.1
so it's really smoothly moving and now you can see our blurry areas change
and now we have the problem that once everything is blurred everything is blurred so of course we
need to bring in a level at the end of our feedback I want this level to be the last operator in the feedback loop
which happens after every other operator so I put it at last and in this I will set the opacity under post
to null point nine nine five I always tend to say null point because
the null objects and I mess it up in my brain and forget that it's actually called zero so I'm sorry about that
um yes and now every time we hit one we reset it and now you can see we get some blurry areas and then after a while the blurry areas fade and
some other areas get blurred and so on nice um all right um
but another thing I find quite important is that I feel like those edges are a little bit too sharp so before our Luma blur
in between the feedback and the lower we will bring in another blur which we will bring down to a filter size of two so it's just really really
very slightly blurred and still has a lot of contrast to the Luma blur and then
I want to expand the Luma blur because right now it's all a little bit mushy and I don't want that so I will just set the
filter size to 25.
so we yes we really get this glowy and nice effect and then I realized I forgot something which is very important
in this fit in the beginning we need to set the pixel format to 32-bit float um because
a better filter from a pixel format just gives us way more
detail and nicer Shades so this is very important please set the pixel format to 32-bit float okay
then let's give us some more space because now I want some smaller
in detail and some more blurry movements like just like you put something on the paper of the Lumen print and then you accidentally move it
and then it gives you this really nice movement blur motion blur and we achieved that by making at this place
after it which we will set in the display's weight to 0.002 or 0 1 maybe even it's just it depends
just play around with those parameters and then we will create another noise using this one as the reference for the
resolution change the output to noise only and connected and then you can already see that we get some really nice different
um kind of motion blur and of course we also want this to be animated so type in
apps time dot seconds multiplied with 0.1 and
then we want to set this noise to a non-monochrome like we want color here because this gives us different directions for the displacement to move
and then we will make some changes to the settings of the noise so in this example I used a period of
two harmonics three and
I set the amplitude to zero point one five and this basically controls the amount of the distortion
like when or the speed I don't know like if we set this higher it gets into the this shape really fast and if we keep it really low
it stays slower and smoother so I play around with the amplitude as well here really nice
okay cool um that's basically it with this feedback so if you want to achieve different
looks just change the period here change the harmonics make the smaller or bigger
however you want to use it like yeah that's up to you I used those parameters and yeah customize them
um all right so now we have the overall shape we want our Lumen print to be
but now I want to create those different levels of transparency or the look of different layers of transparency
um so I made a lot of comping and basically it's like post-production or
anything like setting levels and trying different um composition Styles or anything so
yes so first thing I will do is create oops another
oh my God here are my males yay um excuse me um all right let's make a comp
after this comp and then we will comp this with our input images again so I will make a select
and I want to use this one like the null before our feedback and just drag it here and then you have it as a reference then bring it over here again
and then comp this in here and set the operation mode to over and bring the cell up sell up select
over the comp and now we want some blurry areas
on this image as well like we have our um different areas here and now we want them onto this thing we comped over it
as well so we make another Luma blur and we will also use the same reference here we used here so we will make another select
drag this noise in here and then bring it in as the second input of the Luma blur and now and opposite to
our feedback loop we will make the black areas blurry and keep the wide areas Sharp so just the opposite like we did before
so right now it's set to 1 and now we set the black filter with to 25.
and yes now you can see that this gives us some really nice and satisfying movement to look and also some really
enjoyable moments of retail and blurriness and sharpness and everything
yes so really already enjoying this and but I want even more
burned out wide areas like where a little bit too much of white is going on I don't know it I in the process of creating
this I found this very pleasuring to look at so I am making uh matte after this so what the mat does
is it creates different layers which are comped into each other or it uses this one the first
input it puts it on top of the second input with a mask um basically just like in the Luma Bloor
World blurs black areas and keeps white areas Sharp it puts it onto it by
using a mask a color mask so I I set this way too complicated so we'll just show you so in this case we will use this comp
over those white areas based on a noise again so use this one again as the reference for the
resolution set this output mode to noise only and then put this in through the matte input then we will change this meta channel to luminance
because we wanted light areas and dark areas and then we will make some changes to this noise
so in my case I set the period to 1 the harmonics to zero and the offset to 3.8
and then of course we will animate this under the transform tab we will just type apps
time Dot seconds multiplied by 0.1 again and then change to the seat as well and now you can see
um that we also have a movement in the burned out wide areas which gives us even more levels of transparency so
basically what I just did here is making a lot of comps which gives us different looks which we then comp over
each other to get as many different looks as possible so you could just repeat this another time with
different settings of levels like yes but I just kept it in this um well I didn't I'm sorry I forgot that I didn't
um after this met again I made a comp and again I put this
this comp too combined with this mat and then I set this to maximum so it
just uses the max wide areas to compete over each other like you could also try different settings here like the difference might be interesting as well
or that yeah maybe the ad is a little bit too much but minimum is also very much interesting um because it uses the dark areas only so
minimum maximum are very interesting to play with in the final result so I just keep it on Max but keep that in mind that this is very interesting here as
well all right um now we will
get into some colorways and colors um so I created a noise after this and this time I'm using this as the
second input as well and then under the output I set this to noise only and then let's make some changes to this noise
so first of all I put down the harmonics and then I set the period to eight and I left everything else on default and I did that
because I wanted to get even more different shades so if you play around with this and the period you get even more different
levels um I kept it at eight but also play around with this one and then
afterwards I made another noise let's just copy this noise and use it like this
combine this and then in this this time I turned off the monochrome so I get some colors and
then I combed it again with the black areas so it really
gives us a very nice look and then in here you could also um play around again of course but I I will keep it like this now maybe we can use
some more pleasuring colors I'm not sure um which one to use I will use the same as
we used before in my reference so we'll just yes just like this that's very nice um and right now it's a little bit too dark for my taste
um and that is either because this is not a complete white background so if you set a level here and turn up the
brightness you get a way brighter background which is very nice so feel free to change settings in this level and another thing
is if we want to have a custom background we could do that by making a select
using this again like drag this in here and then we could make an inside after this and use this one and basically what this does it it puts
this one inside of this like inside of the alpha channel of this and then you could just
use a constant after this where you change the output operation mode to uh I don't know over okay nope it's
under and then you could just use a different color here so it's more clean and a little bit more I don't know
easy to handle all right um oh what you also could do is create a
noise again of course use this one as the reference layer and then just pull up I don't know the period and the scale
to something like this and then just um use a comp
or let's use an over instead just use the over put this under red and yes
maybe then turn off monochrome I don't know pull down the amplitude pull up the offset and then you could just um
have different colors here yay um all right but I won't go too deep into those
different color options because I really just want to show the technique and as you might notice we are not finished yet because now
we will make this audio reactive and you might remember this we want to switch our inputs because that's the way we get
those very nice blurry areas which are fading here and it gives
us way more details and looks overall all right um so let's do that so
um first of all we will create our bead component now so I created this component
um like this one and we will just recreate it like um we make an audio file in
and when you can see it um yeah maybe put the volume down here and it's not working why isn't it working
all right um it wasn't working because I sat down the the volume of this and you need to add the volume at one so
um yeah that's it so but now we will recreate the speed detection so we'll delete it and
yes so what we will do is we will create anal
and then we will create another null and then we will just select both of those null objects hit the right click
to collapse selected and then we get a component which we will then call I don't know beat and then we'll just zoom in here
and yes now let's go so first of all we need an in um which will create an possibility to
input something into our component and then we will create an out so we also get something
out of our component okay so um what we will put in is our audio file so we'll just use the audio file in and
keep it at the default touch designer um audio file and then I will just plug this in here
and then we have this in our Network um then we want to hear what's going on so
we will make an audio device out and just connect it and then we'll turn down the volume immediately because it's way too loud for me
um yes so please make sure you can turn down the volume in the audio device out but please don't turn it down in the
audio file in because then the um channels are a little bit disrupted Okay so I will actually nearly turn down the bleed
sound because it kind of distracts me but I still need to see if it's running so okay so the first thing we want to do
is we want to reduce it from two channels to a mono Channel because we don't need two channels so I will make
uh math and I will set the combined channels to average all right um
then I will use and audio filter to smooth this curve a little bit and to
get a little bit more clean so I will just use the audio filter and also I keep it on low pass but I
change this to frequency and then I will set the filter cut off to 180
and to 20 in the roll-off um so we still get where our
Channel or sound is getting higher or lower or the bit you know what I mean and after the audio filter I will use and
analyze uh where is it there it is and I set the function to RMS power
um all right then after this we will set a math again
and this math is the will be this threshold um which gives you a little bit more control of when a beat gets detected
just like um in any image where you can set a threshold based on light and dark areas we will create a
threshold which lets you say Okay I want my beat detected here but not here that's my most professional way of
saying that and to do that I will make a constant here which I would just call threshold
and then I will set it to um not a point for in this example but this is just based on the touch designer default sound
if you want to use your own sound you might need to adapt this a little bit and then I will just
export this onto the pre-add here and then I want to invert this like this threshold in here it should be minus 0.4
0.4 so just put a minus in front of the expression all right um you could of course also type that in
here but I want to [Music] make a component later with different sliders on the component which makes it
more easier to control and that's why I decided to go with this constant all right
so then after this math we will use a logic um and this basically
puts everything into null or one which we need and let's like on off and you can decide when you want it off or on
and we just keep it on default and off when zero or less and then afterwards we will make a trigger
where is it there it is and in this trigger um we set the basically nearly
everything into 0 like the attack length and attack to zero
the Decay length and sustain to zero the the stain level also to zero
and the release length also to zero the only thing we set a little bit higher is the re-trigger delay which I set to null point
zero point four or maybe maybe let's use it at 0.1 this
is basically when it gets re-triggered like a little delay so it's not pushing too fast so you can adapt this a little bit
to your liking as well and then I also brought in a filter afterwards and this filter
I said to zero um but I just brought it in because sometimes I don't want I want something
to react on a Beat but I wanted to fade a little bit and not to be zero or one and so I use this filter where I can decide okay
let's smooth it a little bit all right but right now we will just keep it on zero or turn it off completely and then afterwards because I don't want
this to be called Channel One I will just make a rename and change it from channel one to something like beat
all right cool and that's basically the component so now we have our component here
which gives us the beat but now we want to have some settings on the beat which we'll also cover here so
we will hit right click onto our component and hit customize component so now we want to add a page on here
like where you can see bass extensions in common we will create our own page and which we will call Custom
oops custom settings so just add the page and now you can see we added the page and now on this page
we want to add some parameters so here under parent name which stands for parameter I will make a threshold which we will keep on float this is the
type of slider so add this parameter and now you can see we have a slider here and we will also add the filter
all right cool um so now we want this to be a reference for something so we get back in here
and first of all we will take this special threshold constant and
copy the parameter zoom out again we can close this um and just paste bind onto the threshold
so paste bite and then we will repeat that for the filter width here copy parameter
and paste bind so now if we just turn this on if we set this to something like one
and there you can see we changed the filter with in this component without going in and out every time so if you set this lower
yes you see what I mean and we keep this at zero and I will also turn it off so it's not bringing down any performance or anything
all right and that's basically it now we finished our component here you can save this to your palette and
reuse it in any other project all right um cool um now I will show you how I use this to change
the image here so we will make a null here and now we will add some more operators to this so the first one is is
account um because we have one two three images and
they all have a different index so on the Zero index our first images then our under index one we find this image
and on two we find this image so basically if we have three inputs for the switch
we need this counter to be able to count to two and then reset to zero so
we will just under the count here we will change the count limit to Loop min max and this way it counts in this case to 10 and then it starts again so maybe
let's reset this one two three four yes and then when we hit 10 we get back in our case we want only three images
which count to an index of two so we change the limit maximum to two so it counts onto null
you get it um perfect okay and
then we can use this one in this null here and Export it onto the index so now you can see
we are already counting through um right now it's very stiff and it just pump pump
and if you want this to be a little bit smoother you can bring in a filter after this and just right now the filter width is
set one second so we have one second smoothing or smoothies like one second so the transition takes a second
so in my case I set this to zero point two five so it's like a quarter second I don't know
if that's right um but it's a little bit smoother I just enjoyed a little bit more um but you you don't need this you can just use it like this
all right um and then the second thing we want to change
is the color which we also want to change on the the beat and what I would do is just copy this
um but turn off the limit in this count so right now for this for the color changing we just want this to count endlessly
like forever and then we want to use this null
on the transform of our colorful noise all right so we just export this onto the set axis
here chop the reference and then it changes on every beat and once again this filter decides how
long the transition between the colors will take so we can just set this to one and then it takes a little bit longer
um but there's another way of smoothing those colors out because right now in the noise in the color tab it just
adds one to the Transformer so the transform is quite High in a short time and if we want to have this step a
little bit smaller like we don't want to count one plus one plus one so instead we want to count
0.1 plus 0.1 plus 0.1 and we could just do that by adding a math in here and changing the range
instead of two range 0 1 we could just type 0.1 like this and then the step
smaller voila um yes then of course you could also use this on your background noise
so the background changes its color as well [Music] basically if you
oh yeah another thing I can show is if you don't want this to be this colorful thing you could also just use
oops like this white thing or you could also make this all white
by using a constant with the operation mode
inside here so you just have this white areas without those gray areas and you could also of course
make this a negative form I don't know whatever you you want to use um changed the color here so it's more like
a how it's called a cyanos cyanotype I don't know it's also a form of analog Printing and yes
that's also a very enjoyable look um so that's it with the tutorial it's it took a while even though it's not a very
techy and very professional coding thing um instead it's very Visual and very much post processing but I still find it very
pleasurable and I wanted to show how it works and I hope you enjoyed as well and I hope you uh enjoy your day as well
after you completed this tutorial with this groundbreaking cool look and yeah thanks for watching thanks for the support and have a nice
day kind and bye bye
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