This tutorial is about the 4D as a way to deform geometry. You lift a 3D object into 4D, rotate it there, and project it back. The result is a smooth deformation that is hard to get in another way.
In the tutorial I made basic setup from scratch with Math Combine POP, without GLSL: the lift, the rotation planes, the flat and stereographic projections, and then the Clifford and Hopf torus.
Later I', showing of two tools: 4D rotation that works with point clouds, polygonal meshes and Gaussian splats, and a generator of 4D shapes (points, polygonal mesh or lines)






