Inspired by: Okamirufu Vizualizer
Create a dense, swirling 3D field where millions of individual points follow a fluid-like path. This is the foundation of many generative art “vortex” effects.
Operator Families in this Recipe
- POPs (Point Operators): Creating and animating the vector field.
- SOPs (Surface Operators): The base geometry for instancing.
- COMPs (Components): Managing the 3D scene and rendering.
Part 1: High-Density 3D Grid
- The Container: Create a Geo COMP and enter it.
- The POP Bridge: Create a POP SOP. Double-click to enter the POP network.
- The Base: Add a Grid POP.
- Size →
5, 5, 5. - Rows/Columns/Layers →
50, 50, 50. This creates 125,000 base points.
- Size →
- The Force Field: Add a Noise POP.
- Output Tab → Set “Output” to
Offset PositionorVelocity. - Noise Tab → Set “Monochrome” to
Off. This generates unique X, Y, and Z vectors for each point. - Amplitude →
0.5. - Period →
2.0.
- Output Tab → Set “Output” to
- The Motion: Animate the Transform (Translate Z) of the Noise POP using
absTime.seconds * 0.1to make the field “flow” over time.
Part 2: Instancing Tiny Geometry
Instead of rendering simple points, we can instance 3D geometry onto every point in the field.
- The Instance Source: Connect your POP SOP to the Instancing Tab of your Geo COMP.
- The Shape: Create a Sphere SOP (set to “Mesh” and low frequency) or a small Box SOP.
- Enable Instancing: Turn on “Instancing” in the Geo COMP.
- Translate X/Y/Z → Use the
P(0),P(1), andP(2)attributes from the POP SOP. - Scale X/Y/Z → Map to the Noise POP’s output to make instances shrink and grow as they move.
- Translate X/Y/Z → Use the
Part 3: Shading & Lighting
- Apply a Constant MAT or a PBR MAT to the Geo COMP.
- Point Coloring: In the POP network, add an Attribute POP to set the
Cd(Color) attribute based on the point’s velocity. This makes fast-moving particles glow brighter. - The Look: Combine this with the Post-Processing Recipe for a high-end generative aesthetic.
Part 4: Interactive Control
- Connect an Audio File In CHOP to the Noise POP’s Amplitude.
- Now, the entire field will “pulse” or “vibrate” in sync with the beat, creating a powerful audio-visual experience.
Parameter Tuning & Behavior
| Parameter | Behavior |
|---|---|
| Grid Divisions | Higher = more dense vortex (very high counts require GPU instancing); Lower = sparse field. |
| Noise Amplitude | Higher = more violent, wide-sweeping swirls; Lower = tight, subtle movement. |
| Noise Period | Higher = larger, lazier “wind” patterns; Lower = small, chaotic, “jittery” eddies. |
| Noise Speed | Higher = faster evolution of the field; Lower = slow, hypnotic flow. |
| Audio Sensitivity | Higher = field “vibrates” more intensely to sound; Lower = subtle, rhythmic pulsing. |
Network Architecture
To visualize how the data flows, here is a map of the final network:
[ POP NETWORK ]
Grid POP (50x50x50)
│
▼
Noise POP (Vector Mode: Offset Pos)
│
▼
Attribute POP (Velocity to Color)
│
▼
[ POP SOP ] ───────┐
│ (Data Source)
▼
[ Sphere SOP ] ──▶ [ Geo COMP ] ───▶ [ Render TOP ]
(Instancing On)Data Flow Explanation
- Field Creation: The
Grid POPcreates a dense 3D space of points. - Forces: The
Noise POPis set to “Vector Mode,” which means it generates three values (X, Y, Z) for every point. This becomes the “current” or “wind” that drives the vortex. - Visualization: Instead of rendering the points directly, we use the
POP SOPas a “template.” TheGeo COMPlooks at this template and places aSphere SOPat every point’s location. - Scaling: Because the Noise POP is animated, the “current” shifts, making all 125,000 spheres swirl in unison.
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