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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

๐Ÿ†• new feature ยท ๐Ÿ› ๏ธ improvement ยท ๐Ÿ“˜ operator ยท ๐Ÿ“ walkthrough ยท ๐Ÿง  deep dive ยท ๐Ÿฟ showcase ยท ๐ŸŽฏ planned ยท ๐Ÿ’ฌ discussion ยท โš ๏ธ heads-up

Chapters

  • 0:00 ๐Ÿ’ฌ Intro and OBS frame-rate woes
  • 4:26 ๐Ÿ†• First look at the 4.3 geometry-node system
  • 7:36 ๐Ÿง  Why triangle meshes can't be bevelled (CubeMesh)
  • 9:29 ๐Ÿ“ Voronoi fracture from scattered seed points
  • 12:06 ๐Ÿ“ Extruded meet-up text and its fragments
  • 16:01 ๐Ÿ“˜ Fragments as GPU chunks (DrawMeshChunksAtPoints)
  • 16:59 ๐Ÿ“ Scattering chunks and a localized SDF explosion
  • 19:52 โš ๏ธ Vertex order when converting text curves to meshes
  • 23:04 ๐Ÿ†• Per-part attributes and custom C# scalar fields
  • 28:42 ๐Ÿง  Deferred CPU functions and the operators they unlock
  • 34:47 ๐Ÿ“ RadialPoints as seeds; fracturing a loaded OBJ
  • 40:50 ๐Ÿ’ฌ Which geometry operators to build first
  • 44:52 ๐Ÿ†• Output management rebuilt from scratch
  • 46:17 ๐Ÿ†• Outputs, slices and binding to physical displays
  • 48:47 ๐Ÿ†• Straightening a venue photo into a to-scale wall
  • 53:09 ๐Ÿ“ Surfaces, regions and projector anchor points
  • 1:01:14 ๐Ÿ’ฌ Camera auto-calibration with structured light
  • 1:10:43 ๐Ÿ› ๏ธ Pixel-accurate surface layouts, snapping, Resolume XML
  • 1:15:25 ๐ŸŽฏ Multiple setups, machine bindings, Spout and NDI
  • 1:17:13 ๐Ÿง  Bound outputs keep evaluating; slicing one wide output
  • 1:20:57 ๐Ÿ’ฌ A 16-output analog splitter box for CRT walls
  • 1:26:04 ๐Ÿฟ An Evoke demo from chaotic attractors and feedback
  • 1:31:41 ๐Ÿ’ฌ Camera keyframing pains: Damp, PerlinNoise, BlendCameras
  • 1:33:35 ๐Ÿ“˜ MoveToSDF before and after the simulation
  • 1:35:25 โš ๏ธ An animator that seemed frozen โ€” how to report it
  • 1:44:12 ๐Ÿฟ Supercluster: opening a huge demo project in 4.3
  • 1:48:13 โš ๏ธ Custom-shader compile times and the shader-cache fix
  • 1:55:57 ๐Ÿ†• Soundtracks become audio clips with a waveform
  • 1:58:34 ๐Ÿ“ Touring the demo's left-to-right structure
  • 2:03:38 ๐Ÿ› ๏ธ Shift+K auto-pin and curves below the dope sheet
  • 2:07:00 ๐Ÿ“˜ SliceViewPort as a cheap letterbox
  • 2:11:18 ๐Ÿ“ Camera shake on the camera; Paste Values pitfalls
  • 2:18:05 ๐Ÿ“ Wiring the 4.3 glTF skinning chain (LoadGltfScene)
  • 2:25:04 ๐Ÿฟ The Supercluster logo as a modeled 3D SDF scene
  • 2:27:17 ๐Ÿ“ Wrapping an animation into a TimeClip and retiming it
  • 2:33:06 โš ๏ธ TextSprites drops the last character โ€” a live bug hunt
  • 2:40:36 ๐Ÿ› ๏ธ Symbol aliases, Shift+L slow play, bar-snapped loops
  • 2:45:16 ๐Ÿ“˜ CustomPixelShader with an environment-map input
  • 2:47:08 ๐Ÿฟ Inside the Cube-inspired raymarched rooms
  • 2:50:23 ๐Ÿ› ๏ธ Hold T to scrub; blend chains and retained buffers
  • 2:54:03 ๐Ÿ†• Exporting the player: title, author and fast startup
  • 2:59:26 ๐Ÿฟ SDF modeling in Blender with a modified Chisel plugin
  • 3:03:19 ๐Ÿฟ Laser output: treating the laser as a camera
  • 3:13:28 ๐Ÿฟ AI nodes: StreamDiffusion, depth and mesh-to-SDF
  • 3:18:06 ๐Ÿ†• Locking nodes for unattended installations
  • 3:22:25 ๐Ÿ› ๏ธ Restoring a project from automatic backups
  • 3:24:19 ๐Ÿฟ An AI agent driving TiXL over the debug port
  • 3:30:05 ๐Ÿง  MidiClip: one channel per note, and remapping a range
  • 3:38:16 ๐Ÿ“ Simulating MIDI clip data into MidiInput
  • 3:47:03 ๐Ÿ’ฌ Clip data as a float list; Max MSP dictionaries