As creatives, we often go beyond the boundaries set by off-the-shelf tools. To do this, we must dig into the foundations of our art and acquire an understanding of its underlying medium. This project will uncover and take apart TouchDesigner's tooling to fit our own custom needs to create a redux of our earlier Vapor Trail project.
And you will know us by the Trail of Dead. How do we make things that don't exist within the tools we're using? By breaking them apart and stitching them back together again.
As similar to the last project, we will turn out SOPs to TOPs by using a 3D to 2D pipeline.
We will use instancing to make a point system from scratch.
We have a choice here. Do we use particles or do we use points? It really depends on the outcome!
Let's add some subtle movement to our points using a touch of turbulence!
We want each point to have a different color, so we can use the Noise SOP to assign each a new color!
Just like on the Vapor Trail project, we can add a trail after we've rendered the points by using a feedback loop with a Composite TOP set to Over!
Sometimes, we don't want to be limited by the choices that TouchDesigner gives us. What if we want to do something else that doesn't exist in the program? Well, we can deconstruct things down to their base levels, CHOPs, and alter the CHOPs themselves.
Here we take an existing system that is built on top of SOPs (surface operators) and convert it down to its base CHOPs (channel operators) and update our parameters accordingly.
By converting a Ramp TOP to its base channels using a TOP To CHOP, we can merge in extra information about the shapes which we wouldn't be able to do with other TouchDesigner operators.
We can take this one step further by adding in other channels that can be used when we instance our geometry. Here we will make a scale based on a texture!
What if we want to use different shapes at the start and alter them? As we've set up a flexible system, we can change anything really quickly and easily!
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