12 lessons, taught by Nima Gazestani — self-paced, or with live group sessions and 1:1 consultations if you want them.
If you search for help with TouchDesigner online, you’ll mostly find answers to very specific problems: how to make a kaleidoscope effect, how to get particles to react to audio, how to fix one exact error. That’s not how we teach here.
TouchDesigner isn’t a piece of software with a finite set of features you can eventually check off — it’s a way of thinking about problems: breaking an idea down into small, connected pieces, understanding what kind of data you’re working with at each step, and building your own solution instead of hunting for someone else’s. That’s a general problem-solving skill, not a TouchDesigner-specific one, and once you’ve internalized it you’ll be dramatically faster at picking up any new technique, tool, or piece of software. Nobody ever learns TouchDesigner “completely” — it’s a lifelong practice, not a course you finish. What this course gives you is the ability to come up with your own solutions, and the confidence to read the documentation, forum posts, and example files you’ll keep running into for as long as you use this tool. Every lesson is built around understanding, not memorizing steps.
That matters more, not less, in the age of AI. There are more shortcuts to a finished-looking result today than ever — but understanding the logic underneath is what separates serious media art from clickbait. It’s also why this course includes real introductions to both Python and GLSL, even though you probably won’t be hand-writing much unassisted code day to day. Understanding how a language and the system underneath it actually work means you won’t just passively accept whatever an AI hands you — you’ll understand it, edit it with intent, and know when to push back.
In twelve lessons, you’ll go from your first slider and button to feedback loops, full 3D scenes, particle systems, GPU instancing, point clouds, the POP operator family, and — through two guest sessions — a first introduction to GLSL shaders and Python scripting.
How the Course Works
TouchDesigner Beginner Class is available at four levels of support — pick the one that fits how you like to learn, and switch up a level any time:
Self-Guided
All 12 lessons, self-paced, peer support via our Discord
Start anytime — no weekly drops to wait for, no live sessions to show up to, just you and the material at your own pace. And no other humans required, if that’s more your speed.
Student €120
Professional €192
Guided
Everything in Self-Guided, plus a weekly 40-minute live group session
Starts with the Winter 26/27 cohort on October 20, 2026 — you go through the material together with a group of peers, not on your own.
Student €165
Professional €252
Guided + Coaching
Everything in Guided, plus a weekly 10-minute 1:1 consultation
Starts with the Winter 26/27 cohort on October 20, 2026 — you go through the material together with a group of peers, not on your own.
Student €405
Professional €572
Guided + Mentoring
Everything in Guided, plus a weekly 15-minute 1:1 consultation
Starts with the Winter 26/27 cohort on October 20, 2026 — you go through the material together with a group of peers, not on your own.
Student €485
Professional €732
Prices exclude 19% German VAT. “Professional” applies to working professionals; “Student” to students and hobbyists.
Nobody taking this course is without support — every tier includes our Discord community. From there, Guided adds a live weekly session with the instructor and your fellow students; Guided + Coaching and Guided + Mentoring add individual 1:1 time on top of that, so you can bring your own project’s specific questions directly to the instructor. If you start on Self-Guided or Guided and find you want more direct feedback, you can upgrade to a higher tier at any time — the 1:1 consultation slots are one of the more popular reasons people do.
Format: self-paced video lessons you can start anytime (Self-Guided/Guided), or paced against a live cohort’s weekly schedule if you’re on a tier with live sessions. Recordings and workshop files stay accessible for at least two years. A 3-button mouse and a second screen are recommended but not required.
Lesson Overview
Here’s a quick look at what each of the twelve lessons covers. Want the longer version — the complete “what you’ll learn” list and each week’s short overview clip? See the full week-by-week lesson overview.
Week 1 — Getting Around TouchDesigner & Building Your First UI
Week 1 covers two things in one sitting: first, getting fluent in TouchDesigner’s node-based way of working — the habits everything else in this course assumes you already have — then immediately putting those habits to work on a proper build from a blank file.
The first part is a hands-on primer on moving around and thinking in the network: panning, zooming, and finding your way back when you get lost; opening the operator create dialog and meeting the different operator families for the first time; making your first connection from an on-screen control to a parameter, two different ways; and understanding the timeline and cook rate that everything else runs on, including how copying and pasting operators affects the connections you just built, with your first real look at compositing two textures together.
The second part builds your first interactive UI from scratch: sliders and buttons, organized cleanly inside containers, wired up to a first real animated composition, and packaged into something reusable — plus previewing your work live inside your own control panel and keeping the growing network readable with labeled, color-coded annotations.
Week 2 — Organizing Your Network & Custom Parameters
Week 1 got your first buttons and sliders on screen; Week 2 is about turning that into something you can actually navigate and keep building on as it grows. You’ll learn to tidy up a spreading network by collapsing groups of operators into a single reusable component, then use that same component to build your own custom, named controls — instead of digging through nested operators every time you need to change a value.
Week 3 — Feedback Loops & Generative Color
This week introduces one of TouchDesigner’s signature techniques: the feedback loop. It’s a deceptively small pattern — an operator, something that overwrites it, and a wire closing the loop back on itself — but it’s the foundation behind trails, glows, particle-like drawing, and a huge share of the generative visuals people associate with TouchDesigner. You’ll build one from scratch driven by your own mouse movement, then spend the rest of the week exploring what becomes possible once it’s running: coloring it directly, recoloring it through a lookup palette, and distorting it into a soft, smoke-like effect.
Week 4 — Your First 3D Scene
This is where 2D compositing gets left behind and your first real 3D scene comes together. TouchDesigner’s 3D tools follow the same node-based logic you already know, but there’s a whole new set of building blocks to meet: geometry, cameras, lights, and materials. It’s the biggest lesson in the course, deliberately so — really two lessons in one: a complete rendering setup first, followed by a broad tour of the geometry-generating and -deforming operators you’ll keep reaching for in every 3D project from here on.
Week 5.1 — Interactive Particles
Particles are one of TouchDesigner’s most flexible building blocks: thousands of points, each with its own position, lifespan, and behavior, generated and simulated all at once. This lesson covers the whole foundation — how particles are born, how they’re rendered, and how to leave a trail behind them — then puts it to work building a particle system that responds live to your mouse, complete with attracting and repelling forces and realistic bounce-off collisions.
Week 5.2 — Soundreactive Particles
With the particle foundation from 5.1 in place, this lesson drives it with music instead of your mouse. You’ll bring in TouchDesigner’s built-in audio analysis tools, extract usable control signals from a track’s frequency bands and kick detection, and use them to drive particle birth, a ring of concentric rotating shapes, and a reactive glow that pulses right on the beat.
Week 6 — Data-to-Form & Simple Instancing
Every operator family in TouchDesigner produces data, and this week is about moving that data freely between families to get the best feature of each one — a texture’s pixels becoming a channel’s values, a channel’s values becoming a shape’s point positions, and so on. Once you can do that fluently, the door opens to this lesson’s main event: GPU instancing, which renders thousands of copies of a shape — each with its own position, scale, rotation, and color — at a speed traditional geometry tools simply can’t match.
Week 7 — Audio-Reactive Instancing
Week 7 combines two techniques you already know — instancing and feedback loops — with a third: real-time audio analysis. You’ll convert an audio spectrum into a texture, trail it through time, and use the result to drive the scale and color of hundreds of instanced shapes at once. By the end of the week you’ll understand the core idea that makes audio-reactive visuals feel intentional rather than random: one input can drive several attributes at the same time, and that’s what makes an effect read as deliberate instead of just flickering.
Week 8 — Point Cloud & 3D Scanning
Week 8 pushes instancing to its logical extreme: what if position itself came from a texture, not a 3D operator at all? You’ll build a grid of points using nothing but simple image operators, drive it with photographs and animated noise, then import a real 3D scan as a point cloud and learn to mask, deform, and feed it through a feedback loop — all while staying entirely on the GPU, which means none of the frame-rate penalty traditional geometry pays for large point counts.
Week 9 — Introduction to POPs
Week 9 introduces an entirely new operator family built specifically to solve the performance ceiling from previous weeks: POPs, which combine the best of geometry and channel operators while being entirely computed on the GPU. Where a traditional deformation could drop your frame rate at a few hundred thousand points, the same deformation done with POPs barely registers, even past a million. This week builds up the family’s core vocabulary one piece at a time, then combines them into a fully GPU-instanced, audio-scale-ready scene.
Week 10 — Texture Instancing
Week 10 brings together nearly everything the course has covered so far into one combined technique: texture instancing. The core idea is storing a whole sequence of images as a single stacked texture, then handing any one of them to an instanced shape based on a per-instance ID. This week builds that idea up gradually — first from a video, then by hand from individually generated letters and downloaded images, then inside POPs directly — and finally uses it as the engine behind a full “digital rain” effect that reaches back into nearly every technique from earlier in the course.
Week 11 — Introduction to GLSL Shaders (with Vanta)
Lesson 11 hands the course over to guest instructor Vanta — a Barcelona-based creative coder and technical artist — for a live introduction to GLSL shaders, the programming language behind modern real-time computer graphics, and the technique that lets TouchDesigner reach past its built-in operators into custom, GPU-written code. This lesson is presented exactly as it was recorded: one continuous ~3-hour live class rather than a series of short, individually-cut clips, so you’ll follow the same session the live cohort did, working from first principles (what a shader actually computes) all the way up to a controllable vignette effect and a VHS-style glitch built entirely from scratch.
Week 12 — Python Inside TouchDesigner (with Dan Molnar)
Lesson 12 closes the course with our guest instructor Dan Molnar, AKA “functionstore” — a TouchDesigner freelancer, developer and long-time Python user — for a live introduction to using Python inside TouchDesigner: scripting, custom callbacks, and how Python complements the node-based workflow covered throughout the rest of the course. Like Lesson 11, this is presented exactly as it was recorded: one continuous ~3-hour live class, starting from absolute Python fundamentals (variables, strings, loops) and building all the way up to calling live web APIs, reacting to callbacks, and using an LLM effectively to write TouchDesigner Python for you.
Plus a full course Glossary (183 terms, organized by operator family) and an FAQ drawn from questions asked across five past live editions of this course.
FAQ
Short excerpt for the page — the full FAQ, drawn from five past live editions of this course, is included inside the course itself as its own lesson.
- Do I need any prior TouchDesigner experience? No — this course is built for complete beginners.
- What support do I get? Every tier includes our Discord community. Guided and above add a weekly live group session; Guided + Coaching and Guided + Mentoring add individual 1:1 time with the instructor.
- How long do I have access? Recordings and workshop files stay available for at least two years.
- Do I get a certificate? Yes, on completion.
- Questions? info@thenodeinstitute.org
What You’ll Be Able to Do
- Navigate and build with TouchDesigner’s core operator families (TOPs, CHOPs, SOPs, DATs, COMPs, MATs)
- Build interactive feedback systems and full particle effects, mouse- or audio-driven
- Work confidently in 3D — geometry, lighting, materials, and camera control
- Use GPU instancing and the POP family to work with massive point counts without the usual performance cost
- Get a first working introduction to GLSL shaders and Python scripting inside TouchDesigner
- Approach a new TouchDesigner problem the way an experienced user would — by understanding it, not by searching for the exact tutorial
Course Content
Course Content
Your Instructor
Stefan Kraus
The Berlin based media artist and designer is co-founder of the ...