
In this tutorial we start by shaping the base surface that will become our wing. First, we build the 3D foundation, then use Convert and Divide SOPs to prepare the geometry for what comes next, thinking carefully about how the surface should flow.

In this tutorial we start by shaping the base surface that will become our wing. First, we build the 3D foundation, then use Convert and Divide SOPs to prepare the geometry for what comes next, thinking carefully about how the surface should flow.

In this tutorial, you'll learn how to transform any 3D surface into dynamic curves, circles, or particle systems — opening up a whole new world of organic, generative aesthetics.

Explore the intersection of procedural geometry, advanced material workflows, and real-time audio analysis. In this comprehensive TouchDesigner tutorial, you'll establish a 3D base geometry and master instancing techniques to control position, scale, and color variation at scale.
The Kollage Kollectiv container space in Berlin becomes the setting for this 36th edition of the Roundtable — a site where architecture, experimentation, and community practice are already inseparable from the work being shown and discussed.

In this tutorial we start by building the basic stage for our particle system. First, we create the 3D space where everything will happen, add materials to make our particles look interesting, and think about how we want our particle system to work.

In this tutorial, we'll build a dynamic twister effect using a Torus geometry as our starting point.

This tutorial demonstrates the creation of an organic, creature-like system using CHOPs to drive dynamic tentacle motion and procedural behaviors.

In this tutorial, we will construct a “fluffy universe” by combining a Physically Based Rendering (PBR) material workflow with procedural geometry driven by the Fractal operator.

In this tutorial, we develop a procedural visual system based on sine wave generation to produce a dynamic motion effect. The process begins with the construction of a base 3D geometry that serves as a spatial reference for wave deformation.