--- description: "A reference for tdmcp's Layer-1 generators — what each one builds and when to reach for it, for every generator shown in the prompt cookbook." --- # Layer-1 generators reference The [prompt cookbook](/guide/prompt-cookbook) shows these generators *in action* — grouped by what you want to make. This page is the companion **reference**: one short "what it builds + when to reach for it" entry per generator, so you can pick the right altitude when two tools look similar (the GPU particle field versus the flock; the color grade versus the color wheels; kinetic text versus the crawl). Layer-1 generators each build a whole, wired, previewable network in one call. Most expose live controls and default to a self-contained synthetic source so they preview with no camera, no audio device and no plugin. You rarely name them — the AI picks them from your prompt — but knowing the vocabulary helps you steer. Generators that belong to a dedicated arc (pose/hands, show transport, front-of-house, MediaPipe) are listed below with a one-liner and a link to their guide rather than re-described here. ## Generative & abstract - **`create_strange_attractor`** — Integrates a chosen ODE system (Lorenz / Aizawa / Halvorsen) into a glowing, ever-drawing polyline. Reach for it when you want deterministic, mathematically organic line-flow. The CPU-geometry sibling of `create_growth_system` (L-systems) and `create_particle_flock` (boids). - **`create_sdf_field`** — A programmable signed-distance-field raymarcher in a single GLSL TOP: a CSG tree of spheres / boxes / tori with smooth blending and live camera/step/color controls. Reach for it for clean procedural 3D forms with no geometry pipeline. - **`create_generative_art`** — The catch-all evolving visual: picks a technique (reaction-diffusion, noise landscape, attractor, voronoi, fractal, custom GLSL) and exposes a Speed knob. Reach for it when you want "something generative and moving" without committing to a specific algorithm. - **`create_jfa_voronoi`** — A Jump-Flooding Voronoi / stained-glass cell pattern in GLSL, with palette, seed-count, jitter and edge controls. Reach for it for crisp cellular tessellation looks. - **`create_reaction_diffusion`** — A Gray-Scott reaction-diffusion GPU sim with live F / K / Da / Db sliders and coral/spots/stripes/mitosis LUT presets. Reach for it for organic, growing, biological patterning. - **`create_simulation`** — Reaction-diffusion, slime, or fluid-style feedback trails with a Decay knob. Reach for it for drifting, advected, "alive" texture; step up to `create_generative_art` for more procedural techniques. - **`create_volumetric_field`** — A stacked-slice fake-volumetric noise field (smoke / nebula / ember / ice / toxic / mono) accumulated Beer-Lambert style. Reach for it for atmospheric depth without a true raymarcher. - **`create_voxel_stack`** — An isometric voxel-stack renderer driven by any TOP's luminance (Monument-Valley pastel ramps included). Reach for it for blocky, data-driven 3D relief. ## Particles & 3D - **`create_gpu_particle_field`** — A high-count GPU point field (up to ~262k) simulated in feedback-TOP loops, optionally energised by audio or camera motion. Reach for it for dense particle drift well beyond the CPU emitter. - **`create_particle_flock`** — The boids variant of the GPU field: separation / alignment / cohesion with live knobs. Reach for it for flocking behaviour rather than curl-noise/gravity drift. - **`image_to_particles`** — Turns an image into a particle field where each particle's rest position and colour is its pixel; audio scatters and re-forms it — the "image dissolves into points on the drop" look. - **`create_depth_displacement`** — Pushes a subdivided plane into true 3D relief by a depth/luminance map. Reach for it for a 2.5D landscape that shifts with the camera (use `create_depth_silhouette` for a flat 2D mask instead). - **`create_depth_pop_field`** — A depth-driven GPU POP scatter field that samples a depth/mask TOP for displacement and emission; auto-spins a MediaPipe segmentation chain if you give it no depth source. - **`create_depth_silhouette`** — Extracts a white-on-black body silhouette/mask from a depth or video source, optionally colour-filled. Reach for it for camera-reactive installations and masks. - **`create_depth_from_2d`** — Wraps the community TDDepthAnything v2 TOX to turn any 2D image/video into a depth map (NVIDIA GPU only). Feed its output into the depth tools above. Requires the user-installed TOX. - **`create_gaussian_splat_scene`** — Drops the community TDGS TOX and loads a `.ply`/`.splat` Gaussian-Splat asset with camera binding. Requires the user-installed TOX. ## Audio-reactive - **`create_audio_reactive`** — The all-in-one: an audio analysis chain plus a spectrum visual (bars / radial / particle / feedback / LED grid). Reach for it when you want a finished audio-driven visual in one call. - **`create_transient_reactive`** — Splits audio into normalized `transient` (percussion) and `sustain` (tonal floor) channels for `bind_to_channel`. Reach for it to drive different visuals from hits versus pads. - **`create_chroma_reactive`** *(experimental)* — A 12-channel pitch-class chroma vector for harmonic/key-aware binding. - **`create_energy_structure`** *(experimental)* — A self-calibrating song-structure detector emitting energy, state (breakdown/build/drop) and edge pulses. Reach for it to trigger scene changes off the arrangement, not just the beat. - **`create_midi_note_reactive`** — A MIDI-note → per-note velocity/trigger chain with bindable `note0…noteN` channels. Reach for it to drive visuals per key. - **`audio_fingerprint_to_visual`** — Samples a few seconds of audio, fingerprints it, and auto-picks and dispatches a matching generator. Reach for it as a one-shot "match the music" starter. ## Camera & motion reactive - **`create_optical_flow`** — A cheap CPU motion-energy field (bright = motion) built from stock TOPs, a drop-in for displacement/particle chains. Not a true dense-flow solver — reach for it for fast, no-CUDA motion texture. - **`create_blob_reactive`** — Tracks the *positions* of multiple blobs/hands in a camera and exposes `blob0_x`, `blob0_y`, `blob0_size`, … for binding. The per-object counterpart to single-value motion reactivity. - **`create_vector_lines`** — A pulse-driven image-to-vector-lines system (Trace SOP) for clean line-art overlays. Intentionally non-realtime: you press Vectorize to update. Body-pose reactivity lives in its own arc — see [Body & pose tracking](/guide/body-tracking): - **`create_pose_reactive`** — Derives scalar reactive channels (hand height, arm openness, elbow angle, velocity) from a tracked pose for `bind_to_channel`. - **`create_pose_controlnet_driver`** — Renders a canonical OpenPose stick figure TOP from a pose CHOP, ready to send to a ControlNet / Stable-Diffusion node. ## Video & camera, scopes - **`create_video_scopes`** — A broadcast monitor (waveform / RGB parade / vectorscope / histogram). See [Front-of-house dashboard](/guide/dashboard-foh). - **`create_waveform`** — A time-domain audio oscilloscope. See [Front-of-house dashboard](/guide/dashboard-foh). - **`create_histogram_scope`** — A standalone luminance (and per-channel RGB) histogram scope for any TOP, ready for preview or `bind_to_channel`. ## Text & titles - **`create_text_overlay`** — Composites styled text over a visual (or on transparency) — a finished title/lyric/credits layer ready for `setup_output`. - **`create_kinetic_text`** — A single word/line that flashes, pulses or slides, the signature live-VJ lyric-flash. Reach for it for animated typography; bind the LFO to a beat CHOP to lock flashes to tempo. - **`create_text_crawl`** — Multi-line scrolling ticker / vertical credits roll / typewriter reveal. Reach for it for multi-line copy and continuous scrolling (use `create_kinetic_text` for a single animated string). - **`create_text_3d`** — Extruded 3D glyphs with optional spin — title cards and 3D text drops. Use `create_kinetic_text` instead for flat 2D animated text. ## Signature effects & looks - **`create_slit_scan`** — The "time-as-space" slit-scan look: each output row samples a different past frame from a Cache ring buffer. - **`create_pixel_sort`** — Kim-Asendorf-style luminance-thresholded pixel-sort streaks, with luma/hue/saturation sort keys. - **`create_ascii_render`** — Turns any TOP into a character-grid ASCII render (phosphor-green CRT default). - **`create_dither`** — Retro ordered-Bayer / error-diffusion dithering to a 2/4/16 colour palette (Game-Boy duotone default). - **`create_chrome_blobs`** — A liquid-chrome / Y2K metaball generator with metal tints and animated specular highlights. - **`create_kaleidoscope`** — Folds a source into N mirrored wedges with live Segments / Rotation / Zoom / Center. ## Colour & finishing - **`create_color_grade`** — A lift/gamma/gain + HSV + optional LUT finishing stage — the "make the final output look graded" tool. - **`create_color_wheels`** — Three-way (shadows/mids/highlights) colour wheels with per-channel lift/gamma/gain. Reach for it when `create_color_grade` is too coarse. - **`apply_post_processing`** — Chains several distinct effects (bloom, glitch, rgb_split, vignette, …) in series over a source. Reach for it to stack effects; use a dedicated single-effect tool when you want its own exposed controls. - **`enhance_build`** — Scores a build and asks the LLM for allowlisted tool calls to raise the weakest sub-scores (optionally auto-applying them). ## Shaders & imports - **`import_isf_shader`** — Imports an ISF (`.fs`) shader as a GLSL TOP with auto-generated controls (raw source, file, or URL). - **`import_shadertoy`** — Builds a GLSL TOP from a Shadertoy URL / ID / pasted source, wiring iChannels and exposing Speed/Mouse. ## Installations & studies - **`moodboard_to_system`** — Ingests 1–6 moodboard images and builds a matching generative system (palette + motion + generator pick) via the vision LLM or a deterministic grammar. - **`create_facade_mapping`** — A multi-projector architectural facade rig (per-projector crop / corner-pin / edge-blend), shipped as a calibration skeleton. See [Output & mapping](/guide/prompt-cookbook#output-mapping). - **`create_kinect_wall_harp`** — A projected wall instrument with laser-like strings, two-hand wall-touch tracking, an OSC Kinect input mode and an internal pluck synth. Reach for it when a depth camera and projector become the instrument, and follow the [physical installations](/guide/physical-installations) checklist before making live tracking claims. - **`create_test_pattern`** — A projector calibration/alignment source (grid, crosshair, colour bars, ramp, circle-grid) with optional per-projector ID overlay. ## Performance & automation These build engines and lanes rather than visuals — see [Show timelines & setlists](/guide/show-timelines) for the full transport arc: - **`create_autopilot`** — A beat-driven auto-VJ that, every N beats, randomizes a target's controls or cycles its stored cues. - **`create_automation_lane`** — Records a live parameter sweep into a ring buffer over N bars, then loops it back on a bar-phase clock. - **`create_chop_recorder`** — Captures a source CHOP over a window and plays the take back (persisted across reloads), ready for `bind_to_channel`. - **`compose_cue_list`**, **`create_setlist_runner`**, **`create_phrase_locked_cue_engine`**, **`create_safety_blackout_chain`** — covered in [Show timelines & setlists](/guide/show-timelines). ## Body, hands & MediaPipe Covered in their own guides: - **`create_pose_tracking`**, **`create_pose_skeleton`**, **`create_body_reactive`**, **`create_hand_hologram`** — see [Body & pose tracking](/guide/body-tracking). - **`setup_body_tracking`** and the face/hand/segmentation adapters — see [MediaPipe adapters](/guide/mediapipe-adapters). ## Output & mapping - **`setup_output`** — Routes a finished TOP to a window, NDI, Syphon/Spout, recording or Touch Out — usually the last step. - **`create_multi_output`** — Fans a master TOP across N projectors with optional edge-blend feathering. See [Output & mapping](/guide/prompt-cookbook#output-mapping). ## See also - [Prompt cookbook](/guide/prompt-cookbook) — these generators in worked, copy-paste prompts. - [Recipe gallery](/guide/recipes) — validated first-party starters for several of them. - [Tools reference](/reference/tools) — the full, generated, per-tool reference with every parameter.