Create Music Visuals with TouchDesigner / Going Further – On-demand
Level: Beginner
Overview
TouchDesigner is a tool that gains popularity among musicians who want to create visuals for their music and do audio-visual experiments. The goal of this course is to show how one can start with TouchDesigner and not risk being discouraged. You will learn the basic concepts underpinning creation and rendering of 3D geometries, what different parameters of PBR materials mean and how particle systems work. The concepts you learn will be used to create shiny and noisy audio-reactive visualizations that can be plugged into your live performance straight away. The course will equip you with tools and maps which will make your further TouchDersigner journey more productive and fun. This series is a continuation of the workshop Create Music Visuals with TouchDesigner – Fundamentals.
Session Learning Outcomes
Session 1
-
Change basic geometries
-
Understand the difference between CPU and GPU calculations
-
Make different audio frequencies trigger different events
-
Create an audio-reactive visualization using instanced geometries
Session 2
-
Import 3D assets
-
Perform transformations on imported 3D geometries (increase and decrease polygon count, translate)
-
Understand and Use PBR maps
-
Set up PBR shading for 3D assets
Session 3
-
Be confident with the main properties of a particle and particle system
-
Create a basic particle system
-
Configure emission properties of a particle system
-
Use force bearing objects to influence particles behavior
-
Confidently navigate the TD learning resources and know where to get help
Session Study Topics
Session 1
-
SOP generators and filters
-
Operators that use CPU and GPU
-
Geometry Instancing
-
Connecting Trigger CHOP to different frequencies of an audio-spectrum
Session 2
-
FBX and OBJ formats
-
Polyreduce and Subdivide SOPs, Delete SOP, Transform SOP
-
The theory of Physically-Based Rendering and Shading
-
PBR maps
-
PBR setup in Touch Designer
Session 3
-
Particle SOP inputs (emitter, attractor, force)
-
Particle SOP parameters
-
Differences between CPU and GPU particle systems
-
Navigating TouchDesigner Resources
Requirements
-
A computer with internet connection
-
A web cam and mic
-
A Zoom account
-
A three button mouse or Apple Track Pad appropriately configured
-
TouchDesigner installed (free version suffices https://derivative.ca/download)
-
If your on Mac please check TouchDesigner can run on your system (i.e. has basic GPU requirements such as Intel HD4000 or better)
About the workshop leader
Dancing Pixels (Masha Rozhnova) is a London based artist who creates audio-visual performances and videos for musicians. For the past three years she has been using TouchDesigner as the main tool for content creation, show control and as an engine to enable interaction with the audience. She performed at Live Performers Meeting in Rome, at New River studios and Crux events in London.
Learn to program amazing interactive particles systems with Jitter
In this workshop, you will learn to build incredible live videos with particles systems, using Max and Jitter.
Cycling’74 has recently released GL3, which ties together more closely Jitter with Open GL, and optimises use of the GPU. With this recent update available in the package manager, you can build highly performance videos without having to code them in C++.
Requirements
- Latest version of Max 8 installed on Mac or Windows
- A good working knowledge of Max is expected
- Understanding of how the GEN environment works in Jitter
- Some familiarity with textual programming languages
- A knowledge of basic calculus is a bonus
- The GL3 package installed
- To install this package open the “Package Manager” from within Max, look for the GL3 package and click “install”.
What you will learn
Session 1, 20th October, 6pm UK / 10am PDT / 1pm EST:
– Introduction to GL3 features
– Quick overview of most of the examples in the GL3 package
– Build a simple particle system from scratch
– Explorations with gravity/wind
– Exploration with target attraction
Session 2, 27th October, 6pm UK / 10am PDT / 1pm EST:
– Improve particle system with rendering billboard shader
– Creation of a “snow” or “falling leaves” like effect
– Starting to introduce interactivity in the system
– Using the camera input
– Connecting sound to your patches
Session 3, 3rd November, 6pm UK / 10am PDT / 1pm EST:
– Improve the system interactivity
– Particles emitting from object/person outline taken from camera
– Create a particle system using 3D models and the instancing technique
– Transforming an image or a video stream into particles
Session 4, 10th November, 6pm UK / 10am PDT / 1pm EST:
– Introduction to flocking behaviours and how to achieve them in GL3
– Create a 3D generative landscape and modify it using the techniques from previous sessions
– Apply post-processing effects
About the workshop leader:
Federico Foderaro is an audiovisual composer, teacher and designer for interactive multimedia installations, author of the YouTube channel Amazing Max Stuff.
Graduated in Electroacoustic Musical Composition at the Licinio Refice Conservatory in Frosinone cum laude, he has lived and worked in Berlin since 2016.
His main interest is the creation of audiovisual works and fragments, where the technical research is deeply linked with the artistic output.
The main tool used in his production is the software Max/MSP from Cycling74, which allows for real-time programming and execution of both audio and video, and represents a perfect mix between problem-solving and artistic expression.
Beside his artistic work, Federico teaches the software Max/MSP, both online and in workshops in different venues. The creation of commercial audio-visual interactive installations is also a big part of his work life, having led in the years to satisfactory collaborations and professional achievements.