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Thomas Mann edited this page Sep 23, 2026 · 1 revision

TiXL Meetup 2026-09-07 / Geometry Nodes, Output Board & Supercluster Demo

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A 3h57m TiXL developer meet-up: a first look at the 4.3 CPU geometry nodes (Voronoi fracture, bevel, deferred C# scalar fields, mesh chunks), the rebuilt output-management board with reference-image straightening and manual projector calibration, an Evoke attractor demo, a long tour of the Supercluster demo project with timeline clips, auto-pin, letterboxing and a live sprite-text bug hunt, community laser and AI nodes, and how to pull pitch and velocity out of a loaded MIDI clip.

Introduction

🆕 new feature · 🛠️ improvement · 📘 operator · 📝 walkthrough · 🧠 deep dive · 🍿 showcase · 🎯 planned · 💬 discussion · ⚠️ heads-up

Chapters

  • 0:00 💬 Intro and OBS frame-rate woes
  • 4:26 🆕 First look at the 4.3 geometry-node system
  • 7:36 🧠 Why triangle meshes can't be bevelled (CubeMesh)
  • 9:29 📝 Voronoi fracture from scattered seed points
  • 12:06 📝 Extruded meet-up text and its fragments
  • 16:01 📘 Fragments as GPU chunks (DrawMeshChunksAtPoints)
  • 16:59 📝 Scattering chunks and a localized SDF explosion
  • 19:52 ⚠️ Vertex order when converting text curves to meshes
  • 23:04 🆕 Per-part attributes and custom C# scalar fields
  • 28:42 🧠 Deferred CPU functions and the operators they unlock
  • 34:47 📝 RadialPoints as seeds; fracturing a loaded OBJ
  • 40:50 💬 Which geometry operators to build first
  • 44:52 🆕 Output management rebuilt from scratch
  • 46:17 🆕 Outputs, slices and binding to physical displays
  • 48:47 🆕 Straightening a venue photo into a to-scale wall
  • 53:09 📝 Surfaces, regions and projector anchor points
  • 1:01:14 💬 Camera auto-calibration with structured light
  • 1:10:43 🛠️ Pixel-accurate surface layouts, snapping, Resolume XML
  • 1:15:25 🎯 Multiple setups, machine bindings, Spout and NDI
  • 1:17:13 🧠 Bound outputs keep evaluating; slicing one wide output
  • 1:20:57 💬 A 16-output analog splitter box for CRT walls
  • 1:26:04 🍿 An Evoke demo from chaotic attractors and feedback
  • 1:31:41 💬 Camera keyframing pains: Damp, PerlinNoise, BlendCameras
  • 1:33:35 📘 MoveToSDF before and after the simulation
  • 1:35:25 ⚠️ An animator that seemed frozen — how to report it
  • 1:44:12 🍿 Supercluster: opening a huge demo project in 4.3
  • 1:48:13 ⚠️ Custom-shader compile times and the shader-cache fix
  • 1:55:57 🆕 Soundtracks become audio clips with a waveform
  • 1:58:34 📝 Touring the demo's left-to-right structure
  • 2:03:38 🛠️ Shift+K auto-pin and curves below the dope sheet
  • 2:07:00 📘 SliceViewPort as a cheap letterbox
  • 2:11:18 📝 Camera shake on the camera; Paste Values pitfalls
  • 2:18:05 📝 Wiring the 4.3 glTF skinning chain (LoadGltfScene)
  • 2:25:04 🍿 The Supercluster logo as a modeled 3D SDF scene
  • 2:27:17 📝 Wrapping an animation into a TimeClip and retiming it
  • 2:33:06 ⚠️ TextSprites drops the last character — a live bug hunt
  • 2:40:36 🛠️ Symbol aliases, Shift+L slow play, bar-snapped loops
  • 2:45:16 📘 CustomPixelShader with an environment-map input
  • 2:47:08 🍿 Inside the Cube-inspired raymarched rooms
  • 2:50:23 🛠️ Hold T to scrub; blend chains and retained buffers
  • 2:54:03 🆕 Exporting the player: title, author and fast startup
  • 2:59:26 🍿 SDF modeling in Blender with a modified Chisel plugin
  • 3:03:19 🍿 Laser output: treating the laser as a camera
  • 3:13:28 🍿 AI nodes: StreamDiffusion, depth and mesh-to-SDF
  • 3:18:06 🆕 Locking nodes for unattended installations
  • 3:22:25 🛠️ Restoring a project from automatic backups
  • 3:24:19 🍿 An AI agent driving TiXL over the debug port
  • 3:30:05 🧠 MidiClip: one channel per note, and remapping a range
  • 3:38:16 📝 Simulating MIDI clip data into MidiInput
  • 3:47:03 💬 Clip data as a float list; Max MSP dictionaries

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