Creating Topography-Inspired Structures in TouchDesigner

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  • čas přidán 23. 07. 2024
  • Get access to 200+ hours of TouchDesigner video training, a private Facebook group where Elburz Sorkhabi and Matthew Ragan answer all your questions, and twice-monthly group coaching/mastermind calls here: iihq.tv/Trial
    Get project files here: interactiveimmersive.ac-page....
    Nature and natural forms have a long history of inspiring artists and designers alike. Topographic maps, which illustrate elevation levels of terrain, create some very interesting abstract organic shapes when viewed from an artistic/aesthetic standpoint. When translated into three dimensions, the resulting structures are very sculptural, featuring a cool organic, minimalist aesthetic that we thought would be fun to replicate in TouchDesigner!
    In this video, Jack DiLaura walks you through creating three dimensional structures in TouchDesigner inspired by 3D topographical maps. You’ll work with the Noise TOP to create textures reminiscent of these maps, map different textures to each instance of geometry with a 2D texture array, look at some post-processing techniques for finessing the final output, and more!
    Chapters:
    00:00:00 - Building a Topographic Map in TouchDesigner: Set Up
    00:04:06 - Setting up Camera Viewport COMP
    00:07:48 - Setting Up Animation Operators
    00:12:03 - Adjusting the Channel Page
    00:15:37 - Adding Color to the Constant Texture
    00:20:22 - Setting up the Color Map
    00:24:41 - Applying textures to the model
    00:29:20 - Adding Realism to the Shadows
    00:33:17 - Adjusting Render Settings to Reduce Artifacting
    00:36:41 - More TouchDesigner and Immersive Content
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Komentáře • 21

  • @paxk.8624
    @paxk.8624 Před 8 měsíci

    Thanks so much for this tutorial and the tiny details, which make the difference. It was fun following your instructions, which are very good to follow 🙏

  • @papacci20
    @papacci20 Před 11 měsíci +1

    No way I thought of making something EXACTLY like this a while ago, thanks a lot for making a tutorial about it!

  • @NGR
    @NGR Před 11 měsíci

    great tutorial, you're good with the instructions and the worlkflow!

  • @suleymanyilmaz9993
    @suleymanyilmaz9993 Před 11 měsíci

    Thank you sou much for your effort, i have really learned lots of fancy trick with this one. You are the best guys

  • @jibberish666
    @jibberish666 Před 11 měsíci

    Wow. That’s a lot of left-field operators for me. Very interesting approach and nicely done. Thanks :-)

  • @lee_sung_studio
    @lee_sung_studio Před 11 měsíci

    Thank you. 감사합니다.

  • @stopselei7758
    @stopselei7758 Před 11 měsíci

    Great tutorial and smart use of the texture cache! I wonder if there's a way to do it without instancing but staying in SOP to be able to use the geometry further. Do you have any thought/hint on this?

    • @TheInteractiveImmersiveHQ
      @TheInteractiveImmersiveHQ  Před 10 měsíci +1

      Thanks! :) This is probably possible to achieve with the Script SOP, but would likely take a bit of work with Noise functions and math to generate the geometry. Might also be worth checking into the Copy SOP and its stamping functionality, which could be used to create multiple layers that are slightly different from one another.

  • @apofis_media
    @apofis_media Před 11 měsíci

    Great tutorial, but I have a question, how can I animate the "surface" generated by the same noise?

    • @TheInteractiveImmersiveHQ
      @TheInteractiveImmersiveHQ  Před 11 měsíci

      You might be able to approach this by replacing the 2D texture array with multiple instances of the Noise TOP, each with their own Threshold TOP set to a different value (or manipulated in a different way to differentiate them), and then using instance texturing (docs.derivative.ca/Geometry_COMP#Instance_Texturing) to assign an individual texture to each instance.
      With multiple Noise TOPs you could modify each layer independently (as opposed to one Noise TOP into multiple Threshold TOPs). As the textures will be directly connected in realtime, instead of cached in the array, you'll be able to animate the parameters of the Noise TOPs directly and see the results. Hope this helps!

  • @spridgejuice
    @spridgejuice Před 11 měsíci

    Thanks for the excellent tutorial as always. I'm curious about how to approach this without the initialisation based on frame numbers, so it could become audioreactive...

    • @NGR
      @NGR Před 11 měsíci +1

      Maybe you can use audio input into the number of points in the line sop.
      I replaced the rectangle for a grid, and use the audio input into a noise amplitude attached to grid chop.

    • @TheInteractiveImmersiveHQ
      @TheInteractiveImmersiveHQ  Před 11 měsíci

      Our pleasure! You might be able to approach this by using multiple instances of the Noise TOP, each with their own Threshold TOP set to a different value (or manipulated in a different way to differentiate them), and then using instance texturing (docs.derivative.ca/Geometry_COMP#Instance_Texturing) to assign an individual texture to each instance. Then, you could use the audio stream to manipulate some parameters of the Noise TOPs or other TOP-based effects to make it audio reactive. Hope that helps!

    • @spridgejuice
      @spridgejuice Před 11 měsíci

      thanks, sounds like an interesting idea

    • @spridgejuice
      @spridgejuice Před 11 měsíci

      thanks, I shall give that a go...