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TouchDesigner Integration (Part 1)

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Intro

 
TouchDesigner is a powerful node-based visual programming language used by mixed media artists, operators, and developers to create interactive and immersive experiences and content. It's capabilities in the real-time space now merges with the powerhouse of PIXERA to support your projects.

This Article is split into two sections:

  • TouchDesigner integration (Part 1) - TouchDesigner Setup
  • TouchDesigner integration (Part 2) - PIXERA Setup
 
The TouchDesigner integration with PIXERA is based off of Derivative's TouchEngine.

Beta Feature

 

BETA FEATURE STATUS

As of September 2025 the TouchDesigner integration is in Beta status.

 

 

This feature is in beta and so it's list of capabilities are as such as of September 2025:

  • Only TOPs and CHOPs are supported. DATs are not.
  • Multi-server sync is not possible. This means that if you're relying on a Director managing one or multiple Clients to render a TouchDesigner asset across multiple displays these displays will not be in sync. Currently the implementation only works with a single local server.

 


Requirements

 

In order to run TouchDesigner files within PIXERA the following items must be installed on each machine intended to either control or render the TouchDesigner output:

  1. TouchDesigner 099 with a valid license key loaded onto the same machine that PIXERA runs on. For more information on licensing needs in conjunction with TouchEngine refer to Derivative's TouchEngine page.
  2. PIXERA license version 25.2 or onward
  3. A .tox file

Installing PIXERA alone will not install TouchDesigner nor TouchEngine. You need to download and install it yourself per machine where it is required.
 
PIXERA PX4 Hardware is recommended to use for any real-time or generative application. If you're running PIXERA and TouchDesigner on your own hardware refer to these pages to see if your specs are sufficient for heavy computing:
 
 

Example .tox & .toe

 
Click here to download example project files to follow along with this Article. Inside of the .zip you fill find the following files:
Name What it is Version Created With
HUD.tox The file you import into PIXERA TouchDesigner 099 2023.12230
HUD.toe The editable TouchDesigner file (includes bookmarks) TouchDesigner 099 2023.12230

 


Importing

 
Importing a .tox file is similar to how one goes about importing a Notch Block or Unreal Engine project into PIXERA. After adding a screen object into your PIXERA file, and assigned it to an Output, the next step is to navigate to the Compositing tab and then to the Resources pane within. Near the bottom of the Resources pane is a button that says VR. Select it and a drop down menu will appear.
 

 
Select TouchDesigner, then navigate to HUD.tox and import it into PIXERA. HUD.tox will appear straight away in the Resources tab. Next click and drag it onto your screen or display object in the PIXERA Workspace panel or drag it directly into a Timeline.
 
A popup will appear asking you for which Extension Stream you want to place on the Timeline. Select the Out TOP texture named out_HUD from the list and PIXERA will place the Resource onto the Timeline. 
 
Drag the Resource a second time onto your screen, display object, or Timeline and this time select the Control Layer. The Control Layer imports your Custom Parameters onto the Timeline as Keyframe-able PIXERA Parameters. Keep in mind this may take several seconds for TouchEngine to engage.
 

Be Nice. Import Twice.

You must add a .tox file twice to your display object or Timeline if you want access to both Texture information and Custom Parameters. You import once for texture information and another time for the Control Parameters. 

 
 

 
While you're here, rename your Layers so it's clear what Layer is responsible for what. To keep resources allocated to the .tox file navigate to the side of the Layer head and select the starburst Lock icon. By selecting this icon, resources are reserved to run the .tox file without unloading it as you move the NowPointer around PIXERA's Timeline.
 


HUD.tox Layer Parameters

 
Looking closer at HUD.tox file on the Timeline. Twirl down the arrow to the left of the Layer name to reveal all Parameters imported with the Layer.
 


Video Input Parameters (In TOPs)

Label inSampler1 inSampler2
Parameter inTOP: inSampler1 inTOP: inSampler2
Data Type PIXERA Sampler PIXERA Sampler
Range One input only One input only

Colors Parameters

Label UI Primary R UI Primary G UI Primary B UI Primary A UI Secondary R UI Secondary G UI Secondary B UI Secondary A
Parameter Uiprim | R Uiprim | G Uiprim | B Uiprim | A Uisec | R Uisec | G Uisec | B Uisec | A
Data Type Float Float Float Float Float Float Float Float
Range 0.0 - 1.0 0.0 - 1.0 0.0 - 1.0 0.0 - 1.0 0.0 - 1.0 0.0 - 1.0 0.0 - 1.0 0.0 - 1.0

Misc Parameters

Label Intensity Param 1 Param 2 Param 3 Param 4 Move Waveform Rotate Banana
Parameter Intensity Param1 Param2 Param3 Param4 Movewaveform Rotatebanana
Data Type Float Float Float Float Float Float Float
Range 0.0 - 1.0 0.0 - 1.0 0.0 - 1.0 0.0 - 1.0 0.0 - 1.0 -1.0 - 1.0 0.0 - 360.0

Driver, Switch, & Query Toggles

Label Time Driver Switch BG Switch Video Input Web Query Reset Storage
Parameter Timedriver Switchbg Switchvideoinput Webquery Resetstorage
Data Type Boole/Toggle Boole/Toggle Boole/Toggle Int Int
Range 0 or 1 0 or 1 0 or 1 0 or 1 0 or 1

Loading Textures into the .tox

Within HUD.tox's PIXERA Parameters there are two used to pass video data into the hosted .tox file. Select your video file from the Resources tab, then drag and drop one Resource into the inTOP: Sampler1 and inTOP: inSampler2 parameter slots of HUD's Control Layer. While the Timeline plays so do the videos put into the Parameter slots.

 


Multi-Monitor Output

If your .tox file has multiple Out TOPs that need to be applied to multiple Displays, the mechanism to support this would be use of Screen Groups.

First add two Displays to your Workspace by navigating to the Screens tab > Library tab > twirl down the Displays group and select any two Displays you want.

 

Using HUD.tox from the example project folder drag and drop it from the Resource pane onto your Displays. Once out_HUD and out_banana and Control are placed on the Timeline you may notice that only one of the texture layers renders across all of the Displays. Select out_HUD and look at the Big Four, located in the right hand side of the PIXERA interface under the Setup tab > Presence parameters. Under Home Screen it should say “Compositing can server multiple screens”. You cannot specify which Display for the .tox outputs to display here. Instead we turn to Screen Groups.

 

 

Navigate to the Compositing tab > Screen Groups. If you're working in a new project file you will see only Screen Group 1 here. To add another Screen Group 2 select the + button at the bottom. It is recommended to rename your Screen Groups in a way that makes it easier to discern later.

Twirling down the original Screen Group 1 you'll notice that there are two Displays within it. We want to split these two Displays into different Screen Groups. To do this right click on the name of the new Screen Group 2 you made and then select Add or Remove Screens and then uncheck the name of the Display you want to move to the new Screen Group 2. Afterward select Apply Changes.

Next perform the same steps, but instead of adding a Display we'll remove a Display from the original Screen Group 1. Right click on the original Screen Group 1 > Add or Remove Screens. Then uncheck the Display you moved to the new Screen Group 2 and choose Apply Changes. Now both of your Screen Groups should look something like this:
 

 


Next look to the Layers on your Timeline. Select out_HUD and in the Inspector on the right hand side select the Setup tab and then navigate to the Presence parameter group. Under Screen Group Presence select the drop down menu. Within it is a list of available Screen Groups. For out_HUD we'll select Screen Group 1 and unselect Screen Group 2. Once that's set select the Layer out_banana and in it's Screen Group Presence select Screen Group 2 and unselect Screen Group 1.

 

 

Your preview will now show the Out TOPs separated by display.

 


Layer Reference Resource

Using Layer Reference Resources is an powerful optimization and compositing tool when working with TouchDesigner .tox files in PIXERA. A Layer Reference Resource is a PIXERA specific tool found at the bottom of the Resource pane. 

Once created, select the Layer Reference Resource and in the inspector on the right hand side you use the dropdown options for Timeline and Layer to select the specific .tox Extension Stream you want to use. Select out_HUD from the Timeline it's been placed on. 

 

After that drag the configured Layer Reference Resource onto a Timeline. Use the Big Four in the inspector to configure the Layer Reference Resource to your liking for your project

Using a Layer Reference Resource saves you on GPU processing power, as it acts as an instance of the original source file which can be copied many times and used in different Compositing methods.

 


Pixera 25.2 | 17. September 2025 | T.M.

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