bileam tschepe (elekktronaut)
bileam tschepe (elekktronaut)Jun 9
Tech

Trace POP – TouchDesigner Tutorial 79

14 min video4 key momentsWatch original
TL;DR

The trace POP in TouchDesigner converts 2D video into 3D point clouds; Bileam demonstrates three distinct aesthetics using resolution, threshold, and output modes to create line sketches, triangulated surfaces, and volumetric fills.

Key Insights

1

Resolution kills performanceResolution parameter has massive dual impact: lower values reduce point count drastically (0.5 = 90,000 points vs 0.043 = 800 points) and tank GPU load, while higher values reveal fine detail but crush performance.

2

Feedback kills flickerOptical flow with feedback loop eliminates flicker that plagues raw trace output; adding a feedback TOP with 95% opacity creates smooth motion trails instead of jittery artifacts.

3

Triangulate creates sketchesTriangulate POP connects trace points with lines for sketch-like look; line resample with distance mode distributes points evenly vs randomly for finer control over visual density.

4

Output mode changes everythingOutput mode switch changes entire aesthetic: lines stay minimal, bricked surface becomes detailed, and skin POP meshes everything into organic shapes without extra operators.

5

Extrude makes real 3DExtrude POP on trace output creates proper 3D geometry you can render with PBR instead of just lines, unlocking volumetric and depth-based effects in real 3D space.

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Deep Dive

Setting up trace and optical flow basics

Bileam starts by dropping a trace POP on a bird video input, explaining it converts 2D images into 3D point data. He immediately notes the raw output looks flat and flickery. To solve this, he chains an optical flow operator upstream, which only traces moving pixels. He cranks optical flow's force to 50 and adds a small threshold of 0.05. The result is much cleaner—only the bird traces into space, not the static background. To further smooth out the remaining flicker, he builds a feedback loop: monochrome TOP feeds into a feedback TOP at 95% opacity, composited back into itself. This classic pattern eliminates jitter and creates seamless motion trails.

Three aesthetic approaches with trace modes

Bileam sets up three different trace styles by switching between modes. First, he keeps resolution low (0.05) and threshold at 0.05, then bumps smooth edge distance to 0.24 to create abstract circular outlines around the bird. He adds a triangulate POP afterward to connect all points with lines, giving it sketch-like character. For variation, he adds a second trace via a switch, this time raising threshold to 0.65 and changing mode to smaller equal, then applies another triangulate. The third approach changes trace output to bricked surface, which generates dense volumetric geometry packed with data. He demonstrates switching between all three on the dancer footage, showing how each mode reveals different visual qualities—abstract to detailed to fully surfaced.

Performance tuning and 3D expansion

Resolution is the performance lever Bileam keeps hammering. He shows that 0.5 generates 90,000 points while 0.043 yields only 800—a massive range affecting both visuals and frame rate. For the dancer clip using optical flow, he adds a 0.05 threshold to the flow itself so it only picks up primary motion, not noise on the edges. When performance tanks, dial resolution down. Near the end, he adds an extrude POP to the trace output, converting line geometry into actual 3D mesh you could render with PBR materials. He aligns the Z origin so the extruded shape centers properly at zero. This opens a whole separate workflow: trace becomes a volumetric sculpture rather than just sketch lines, expandable into full environment geometry.

Render setup and layout composition

Bileam builds a render network with geometry, camera set to orthographic (1 unit width, no perspective distortion), line material, and low-res output matching the original aspect ratio. He uses a transform with black background and composites the traced render over the original via an over TOP. Then he creates a layout with three inputs—original, composited, and traced—arranged vertically at 1080x1920 resolution with grid rows mode. He scales down slightly and adds black background null for clean presentation. This layout approach lets him show all three versions side-by-side, making it easy to see how threshold and resolution choices change the final look. The orthographic camera is key: it perfectly aligns 3D space with the 2D video without perspective warping.

Takeaways

  • Start trace resolution at 0.05–0.06 and move resolution slider incrementally to see performance vs detail trade-off in real time.
  • Always layer feedback loop (feedback TOP at 95% opacity) into optical flow pipelines to kill flicker and get smooth motion trails.
  • Use triangulate POP or skin POP after trace to mesh points into sketch or organic surfaces; switch between output modes (lines vs bricked surface) to control aesthetic without rebuilding the network.
  • Lock camera to orthographic and set ortho width to 1 when compositing trace output over the original so 3D space aligns pixel-perfectly with the 2D source.

Key moments

0:30Trace POP explained

The trace pop is just kind of right like converting whatever input is coming in here based on the channel here into lines. So these are actually like it looks flat, but they're actually in 3D space, right?

2:42Resolution impact

If I go all the way to maybe 0.5, then we got almost 90,000 points. And then if I go all the way down to 0.043, we got 800 points.

8:00Bricked surface mode

You can make it more surfacey by changing the output to bricked surface. This is now like way more detailed in a way. There's a lot more like data, basically, you could say.

12:20Extrude for 3D geometry

You can technically also make this like a proper 3D structure. So, I'm not going to render this, but technically you can use a PBR or some normal render setup without lines to render this.

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