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Create reaction diffusion

create_reaction_diffusion

Create a Gray-Scott reaction-diffusion simulation in TouchDesigner. Tune F, K, Da, Db, resolution, and palette for organic patterns.

Instructions

Build a Gray-Scott reaction-diffusion GPU simulation as a ready-to-use visual system. Delegates to the built-in 'reaction_diffusion' recipe (seed GLSL TOP → feedbackTOP → simulation GLSL TOP → null output), then overlays caller-provided Gray-Scott parameters (Feed rate F, Kill rate K, diffusion coefficients Da/Db) as GLSL uniforms, patches the shader so da/db use the uniforms instead of hard-coded constants, and optionally chains a rampTOP + lookupTOP for a color LUT (coral / spots / stripes / mitosis presets). Exposes a control panel with sliders for F, K, Da, Db, resolution, and a palette menu. Output node is a nullTOP ready for downstream wiring. 'iterations>1' is unverified — effective value is 1 with a warning.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
FNoGray-Scott feed rate (uniform uFeed). Controls how fast chemical A is replenished. Lower = sparser, more open patterns; higher = denser maze-like structures.
KNoGray-Scott kill rate (uniform uKill). Controls how fast chemical B is removed. Tune alongside F to shift between spots, stripes, and maze regimes.
DaNoDiffusion rate of chemical A (uniform uDa). Default 1.0. Increasing slows pattern growth; the recipe default is 1.0.
DbNoDiffusion rate of chemical B (uniform uDb). Default 0.5. Tuning relative to Da changes pattern sharpness.
nameNoBase name for the created container.reaction_diffusion
paletteNoPost-sim color LUT applied via a rampTOP + lookupTOP downstream of the GLSL simulation. 'coral' = deep-purple→magenta→cream→white; 'spots' = black→cyan→white; 'stripes' = indigo→green→yellow; 'mitosis' = blood-red→orange→bone-white; 'none' = raw simulation state (R=A, G=B).coral
iterationsNoSimulation steps per rendered frame. UNVERIFIED — feedbackTOP has no native cookrate param; effective value is 1 with a warning if >1 is requested. Field retained for forward-compatibility.
resolutionNoSquare simulation grid size in pixels. Overrides seed1.resolutionw/h. Higher values produce finer detail at higher GPU cost.
parent_pathNoParent COMP path the reaction-diffusion container is created inside./project1
Behavior5/5

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

Annotations provide only readOnly=false, destructive=false, and openWorld=true. The description goes far beyond by detailing the build pipeline, shader constant patching, optional LUT chain, control panel creation, and output node. It also transparently discloses that 'iterations>1' is unverified and effective value is 1 with a warning, adding significant behavioral context.

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 a dense single paragraph but front-loads the core purpose and packs in specific pipeline details, LUT presets, and a critical caveat. It is efficient, though slightly verbose and could benefit from structured formatting.

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

Completeness5/5

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

For a complex 9-parameter creation tool with no output schema, the description covers the full build pipeline, parameter handling, palette options, control panel, output node, and the unverified iterations field. This gives an agent sufficient context to use the tool correctly.

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?

Schema description coverage is 100%, so all parameters already have detailed explanations. The description mentions F/K/Da/Db as uniform names and the patching behavior, but this does not add new meaning beyond the schema. 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 begins with 'Build a Gray-Scott reaction-diffusion GPU simulation as a ready-to-use visual system,' using a specific verb and resource. It clearly distinguishes this tool from sibling creation tools by detailing the unique pipeline (recipe delegation, shader patching, LUT chaining) and output node.

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

Usage Guidelines3/5

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

The use case is implied by the explicit mention of Gray-Scott reaction-diffusion, but there is no direct comparison to alternatives or exclusions. With numerous create_* sibling tools, the description would benefit from stating when to use this over related simulation tools, but it remains adequate for a specialized tool.

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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