A single ordered track from zero to gallery-grade. The wiki has a lot of pages; this is the recommended reading order through them. Start at the top, work down, and check things off as you go.

How the path works

Every page on this track has a collapsible 📚 Learning Path bar pinned at the very top. Open it to see which stage you are in and jump to the previous or next step, so you never lose your place. This page is always one click away as the Path Overview.

Not a beginner?

Jump straight to the stage that matches you. Each stage lists what you should already be comfortable with and what you will be able to build by the end.


Stage 1 - Foundations

Goal: read a network, move around the canvas, and edit parameters without getting lost. No prior experience needed.

✅ You can now: navigate the network editor, wire operators, and switch a parameter between constant, expression, and export modes.


Stage 2 - Your First Visuals

Goal: build something that moves and reacts in your first hour. Hands-on, minimal theory.

✅ You can now: drive visuals from audio, use feedback for motion, and make a basic particle system.


Stage 3 - The Operator Families

Goal: learn the vocabulary. What each of the seven families is for and when to reach for it. Refer back here constantly.

Optional CHOP deep-dives

When you want detail on individual nodes: (y-) Constant, (y-) LFO, (y-) Math, (y-) Noise, (y-) Select, (y-) Timer.

✅ You can now: look at any node and know which family it belongs to and how to bridge between them.


Stage 4 - Rendering & 3D

Goal: turn a 3D scene into pixels and composite them. Requires Stage 3.

✅ You can now: light and render a 3D scene and instance geometry from CHOP/SOP/POP data.


Stage 5 - Intermediate Recipes

Goal: combine what you know into richer pieces. Requires Stages 2-4.

More intermediate recipes

The full set lives in (y-2) Intermediate (Audio Terrain, Slit-Scan, Pixel Sorting, Organic Amoeba, Body Segmentation, and more).

✅ You can now: write a basic GLSL shader, analyze audio frequency, and react to a face on camera.


Stage 6 - Scripting & Architecture

Goal: make projects that scale and stay maintainable. Requires comfort with parameters and expressions.

✅ You can now: script with the op/me model, build reusable components, and diagnose performance.


Stage 7 - Connectivity & Shaders

Goal: get data in and out, and go deeper on the GPU. Requires Stage 6 for the scripting-heavy parts.

✅ You can now: wire external hardware and software, and author shaders from scratch.


Stage 8 - Advanced Projects

Goal: build the hard, impressive stuff. Requires most of the above.

More advanced recipes

The full set lives in (y-3) Advanced.

✅ You can now: build simulation-driven and gesture-driven installation pieces.


Goal: finished, installation-quality work. The capstone.

Head to (y8) Trending 2026, which has its own suggested build order for the ten gallery pieces (real-time AI, Gaussian splats, holistic mirror) plus five viral reels to recreate.

✅ You can now: ship a piece that looks finished on a big screen.


Keep these open while you work


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