Welcome to the Intermediate module. These recipes require a basic understanding of how data flows between TOPs, CHOPs, and SOPs. We explore procedural content generation, shader-based feedback, and high-quality 3D rendering.


Audio & Visuals

  • (y-) Real-time Audio Visualizer: A more “professional” version of the audio reactive recipe. We use the Audio Spectrum CHOP to perform frequency analysis (Bass/Treble) to drive a detailed 3D scene.
  • (y-) GLSL Feedback Effect: Your first dip into GLSL (Shaders). Learn how to create hypnotic trails, zooms, and rotations by writing custom GPU code.
  • (y-) 5 Ways To Make Particles: A comprehensive comparison of every way to make particles in TouchDesigner. Great for learning when to choose a Palette tool versus building your own GPU system.
  • (y-) Fluid Text Morphing: A liquid-like text effect that bridges the 2D TOP world into 3D points. We use a Solver POP to make text “melt” and dissolve into droplets.
  • (y-) Audio Terrain Generator: Build a living, scrolling 3D landscape where mountain peaks rise and fall with the bass. Drives a Noise SOP directly from microphone amplitude via CHOP Reference.
  • (y-) Slit-Scan Time Warp: Turn your webcam into a time-smear machine using the official Texture 3D TOP + Time Machine TOP workflow. Each horizontal column samples a different moment in the past.
  • (y-) MIDI Hardware Control: Wire a physical MIDI controller (knobs, sliders, pads) to any visual parameter in real time. The foundation of a live VJ performance rig.
  • (y-) Pixel Sorting Glitch Effect: Turn live webcam footage into a glitch art piece where bright pixels streak horizontally. Uses a GLSL threshold-shift shader with an optional feedback datamosh loop.

3D & Rendering

  • (y-) Instanced 3D Models with PBR: Learn how to use high-quality PBR (Physically Based Rendering) materials with thousands of 3D models efficiently on the GPU.
  • (y-) Image to POPs - Pointcloud and Line Grid: Convert any 2D image or video into a 3D digital point cloud and structured grid using the POPs family.
  • (y-) Organic Amoeba: Create a “living,” pulsating point cloud inspired by biomechanical art. We use Noise POPs and map point positions directly to their colors for an iridescent effect.
  • (y-) Biomechanical Metallic Spines: Parametric, vertebral structures generated from mathematical patterns. Uses the Revolve POP for GPU-accelerated 3D modeling.

Tracking Basics


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17 items under this folder.