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Create glitch

create_glitch

Build a glitch visual effect with RGB channel split, noise-driven blocky displacement, and horizontal tearing in TouchDesigner. Use an existing TOP or a self-contained source, with adjustable amount, speed, shift, and block size.

Instructions

Build a glitch / corrupted-signal visual: RGB channel split, noise-driven blocky/slice displacement and horizontal band tearing over a source. Creates a new baseCOMP under parent_path holding the source, a noise driver, a Displace TOP, a GLSL RGB-shift pass, and a Null output. With input_path it glitches an existing TOP (pulled in via a Select TOP); otherwise it uses a self-contained animated colour-noise source (no device permissions). Exposes Amount (master intensity — bind to audio/beat), Speed, RGBShift and BlockSize knobs. Returns a summary plus a JSON block with the container path, created node paths, the output path, exposed controls, any node errors, warnings, and an inline preview image. A signature live VJ look.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
amountNoMaster glitch intensity (0..1). Scales both the block/slice displacement and the RGB channel split — 0 is a clean passthrough. Exposed as the 'Amount' knob and is the parameter to bind to audio/beat later.
speedNoAnimation speed of the noise that drives the blocky tearing (drives the noise's tz).
rgb_shiftNoBase per-channel horizontal offset in UV space (0..~0.1 is a useful range). Multiplied by Amount.
block_sizeNoScale of the displacement noise — smaller = larger, blockier tears; larger = finer grain. Sets the noise's period.
seedNoRandom seed for the displacement noise.
input_pathNoAbsolute path of an existing TOP to glitch (e.g. '/project1/render/out1'). Pulled in via a Select TOP because wires cannot cross COMPs. If omitted, a self-contained animated colour-noise source is used so the system builds with zero device permissions (NOT a live webcam).
expose_controlsNoWhen true (default), expose live Amount/Speed/RGBShift/BlockSize knobs on the system container.
parent_pathNoParent network where the glitch container is created (default '/project1')./project1
Behavior4/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

Annotations indicate readOnlyHint=false (write operation) and destructiveHint=false (non-destructive). The description adds that it creates a new baseCOMP, uses a self-contained source if no input (no device permissions), exposes knobs, and returns a summary with JSON. This provides behavioral context beyond annotations, though it could mention error handling or side effects.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The description is concise (3 sentences) and front-loaded with the main purpose. It efficiently covers the key aspects: what it builds, input sources, exposed controls, and return value. Some structure (e.g., bullet points) could improve readability, but it's not necessary.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness4/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

Given the tool's complexity (8 parameters, no output schema), the description provides a solid overview: it explains the generated system, input options, knobs, and return format. It lacks details on error handling or default behavior when parent_path is invalid, but overall covers the essentials.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters3/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

The input schema has 100% description coverage, with each parameter already well-described. The tool description adds high-level context (e.g., Amount is master intensity) but does not significantly augment the parameter semantics beyond what the schema provides. Baseline 3 is appropriate.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description clearly states the tool builds a glitch/corrupted-signal visual with specific techniques (RGB channel split, noise-driven displacement, horizontal band tearing). It lists the components created (baseCOMP, source, noise driver, Displace TOP, GLSL RGB-shift pass, Null output). This differentiates it from sibling tools like create_datamosh or create_displacement_warp.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines4/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

The description explains when to use the tool (to create a glitch visual) and provides context on input options (existing TOP vs. self-contained source). However, it does not explicitly state when not to use it or mention alternatives among sibling tools.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

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