To give our artworks a sense of depth, we’ll dive into the world of the third dimension. In this project, the first of our 3D projects, we will discover how to work closely with 3D shapes, including existing models, and then alter them to fit our own styles.
Put your 3D glasses on, it's time to get deep. This project was named after Alexander (Xan, for short) and the logic term, XOR (exclusive "or", for long), which is often used in switches.
Let's get soppy by introducing SOPs... surface operators. SOPs describe things that live in a 3D space, from boxes and balls, to point systems.
Our artwork doesn't live in a 3D space as it's an image or video, so how do we convert our 3D system into a flattened 2D texture?
What other shapes can we use that are built into TouchDesigner?
What about other shapes than from 3D rendering tools or downloaded from the internet?
How can we make it easy to control which shape we're showing? A Switch operator is a great tool for doing this!
We'll be talking a lot more about materials and lighting throughout the rest of this course but for now, let's quickly add a material that interacts with lighting to our setup.
With Ramp and Lookup TOPs, we have a lot more control over how exactly the final texture is outputted.
Let's add some noise to our rendered 3D space so that we can get a nice dither effect on our textures.
It's all about the beat! Finally, let's control the switches we've made using a Beat CHOP.
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