td-pops

Develop GLSL compute shaders for TouchDesigner POP operators.

38|1|Updated Feb 8, 2026
One-click install
npx skills add https://github.com/rheadsh/audiovisual-production-skills --skill td-pops
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: td-pops
Source: https://github.com/rheadsh/audiovisual-production-skills/tree/main/td-pops
Command: npx skills add https://github.com/rheadsh/audiovisual-production-skills --skill td-pops

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes scripts (resource) and references (resource) and assets (resource) components.

What problem does it solve?

This Skill enables the creation of complex, GPU-accelerated particle systems and point cloud manipulations directly within TouchDesigner's POP (Point Operator) environment, bypassing the limitations of traditional CPU-based methods.

Core Features & Use Cases

  • GLSL Compute Shaders: Write custom shaders for GLSL POP, GLSL Advanced POP, and GLSL Copy POP.
  • Particle Systems & Simulations: Develop dynamic particle behaviors, GPU-driven simulations, and point cloud processing.
  • Instancing: Implement efficient instancing workflows using GLSL Copy POP.
  • Use Case: Create a real-time particle simulation where particles are attracted to a moving object, with their color and size dynamically changing based on their velocity and age, all rendered efficiently on the GPU.

Quick Start

Write a GLSL compute shader for a particle attraction system using the GLSL POP skill.

Frequently Asked Questions about td-pops

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I write GLSL compute shaders for TouchDesigner POPs?

You can write GLSL compute shaders for TouchDesigner POPs using ready-to-use templates and detailed API references that support the GLSL POP, GLSL Advanced POP, GLSL Copy POP, and GLSL Select OPs.

What is the best way to run GPU particle simulations in TouchDesigner?

Running GPU particle simulations in TouchDesigner is best achieved by writing custom GLSL compute shaders within the POP environment, bypassing the limitations of traditional CPU-based methods.

Can I use GLSL Copy POP for instancing workflows in TouchDesigner?

Yes, you can use the GLSL Copy POP to implement efficient instancing workflows, enabling fast rendering of dynamic point clouds and particle systems directly on the GPU.

Does TouchDesigner support point cloud manipulation via compute shaders?

Yes, TouchDesigner supports point cloud manipulation via compute shaders through the GLSL POP family, allowing detailed GPU-accelerated processing of particle attributes.

Why use TouchDesigner POPs instead of CPU-based methods for particle systems?

You should use TouchDesigner POPs instead of CPU-based methods for particle systems to achieve complex, GPU-accelerated simulations that bypass traditional processing limitations and render efficiently.