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102

touchdesigner 

extreme

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Course target

TouchDesigner 102: Extreme 2 is a course  designed for artists, who are interested in generative and media art, VJing, audiovisual performances, and interactive technologies.

The course will provide a deeper exploration into 3D rendering, geometry concepts, and topics related to interactive interfaces.

It is a follow-up to the course
"TouchDesigner 101: Extreme"

Time proven approach ...

We believe that our course's approach to teaching TouchDesigner is unique and effective in that we provide our students with a hands-on learning experience that allows them to experiment and create freely..

Our course material is structured in a way that is easy to understand.

TouchDesigner 102

After completing this course, you will gain an understanding of the TouchDesigner approach for creating procedural geometry. You will be able to render 3D scenes, compose them, and grasp the basic concepts of creating interactive user interfaces.

After this course, you will know, how to use TouchDesigner to create procedural 3D scenes and interactive user interfaces.

Who is the course for?

This course is designed for artists who want to start working or advance their level of working with TouchDesigner, without relying on fragmented knowledge from YouTube tutorials and want to solid understanding of inner logic of this software, as well as for the newcomers who want to discover the inspiring world of generative art

Duration

6 weeks

Your skill level

Beginner, Intermediate

Software

TouchDesigner 2022

Video Duration

11 Hours

Format

Self-Study

Who needs this

Motion Designers Media Artists 3D Artists VR / XR Producers NFT Artists Interactive Developers Musicians VJs AI/ML Enthusiasts Designers

Link to this page location: #galery

1.1. Basic_3D_Scene
Geometry Types in Computer Graphics: Splines, Polygons
Topology. Normals.
1.2. SOP_Structure
Introduction to the Data Structure in Geometrical Context
1.3 Procedural Example

2.1. Groups and Attributes.
What is Geometry Attribute.
Creating Custom Attributes.
2.2.Point , Primitive , Copy SOPs
Point and Primitive SOPs
Point Expressions as Modeling Tool. TScript vs Python.
Creating the Arrays of Geometry: Copy SOP
2.3 Building the Loops for processing geometry

3.1. Basics of Instancing
Creating the Arrays of Geometry: Instancing
Orientation of the Instances
Instancing on CHOPs
Editing of geometry attributes using CHOP
3.2. Advanced Instancing
Texture Arrays.
Using of the Texture3D TOP.
Creating Texture Arrays from the Video Stream using GLSL.

4.1. Particles and L-Systems
Basics of LSystems
Particle SOP
4.2.RBD. Bullet Dynamics

5.1. Direct modelling
Wase_Modeling
Wase_UV
Wase UV2 and Camera Setup
UV Unwrap. Camera Animation on Path
Camera_On_Path
Camera Settings
5.2. Rendering in TouchDesigner
PBR Setup
SSAO
Modeling Techniques
Rendering Workflow

6.1. PBR Shader
Environment Lights
PBR Rendering 2
Substance Archives and Substance Select
6.2. GLSL Basics
Intro to GLSL Pipeline.
Customizing TouchDesigner Materials using GLSL.
Intro to Substance Designer.
Cube Map Rendering.
Outputting Shader Variables to the Render Buffers.
Advanced Compositing using GLSL TOP.

7.1. Event & Panel COP
Interacting with Panel Components using Panel CHOP
Customizing the event generation using the Python and CHOP Execute DATbr> Continuous Event Generation using Python and Event CHOP
7.2. RenderPick
Interact with Rendered Geometry. Build the 3D UI
MultiTouch and RenderPick DATs.
7.3. Replicator. MovieBin
Generative User Interfaces using Replicator.
Build the Movie Bin with Blending Between Movies.
7.4. Kinect Basics
Intro to the Kinect
Work with the Point Cloud
Point Deform Shader
Working with the Skeleton data
Generating Events with Kinect Skeleton data
Kinect Skeleton in Screen UV

Stanislav Glazov

Instructor for TouchDesigner integration

STANISLAV GLAZOV

MEDIA ARTIST, EDUCATOR, COURSE AUTHOR

3D AND AUDIOVISUAL ARTIST WITH OVER 22 YEARS OF EXPERIENCE IN COMPUTER GRAPHICS AND 20 YEARS OF TEACHING EXPERIENCE

For more than 20 years, he has worked in light and visual art, seeking innovative opportunities where art and technology intersect. His installations and AV performances explore themes such as inner and social freedom, consciousness, identity, and loneliness in the modern world, using high-tech techniques.

Driven by his desire to create unforgettable experiences that inspire, he takes an individualized approach to each work, creating unique algorithms and synchronizing sound with visuals and digital shapes. He is also known for producing music with modular synthesizers and analog devices, influenced by industrial music, which combines noise, disharmony, and shamanism to take listeners on an intense emotional journey.

In 2013, he created his own generative design studio Licht.Pfad.

Creation of AV Performances in partnership with Dasha Rush, Robert Lippok

Performances at all the iconic festivals of the planet: Berlin Atonal, Mutek Montreal, Ars Electronica Linz, Unsound Festival in Krakow, Raster-Noton night in Berghain, Barbican London, Resonance Festival in Tokyo, Mira Festival Barcelona, L.E.V. Festival, Light Festival Lyon

Since 2016 - working on theater projects with Maxim Didenko, including the creation of media servers for various performances

Link to this page location: #book

Minimum skills (not strongly required, but get ready to learn): familiarity with command line (shell) operations.
Programming skills will greatly help with exploring specific details of the used instruments.

Complete course program would require Windows computer with a decent Nvidia GPU with at least 6Gb VRAM (hard minimum is 1060, reasonable level 2070+).
Users with Macs would be able to use Collab versions (no integration with TD in this case).

Partial payment option available: 50% before the start of the course and 50% 1 month after the start

All practical topics have corresponding tasks to complete as homeworks. Most of them require to repeat the actions from the lectures on your own supply.We recommend to execute them even if everything is clear in theory - to ensure that you won’t face unexpected issues in your future work.
During final week you will have to develop and complete your own project (with our assistance) as a kind of exam of the obtained knowledge.

10-12 hours per week should be sufficient to master necessary concepts and skills. You may want to invest more time for more exhaustve explorations though. Remember, the course program is somewhat open-ended: nearly all topics are not limited in scope, and have lots of options for extra developments.

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