Projects
Her iş ayrı bir TouchDesigner ağı. Sayfalarda kullanılan ses-tepkimeli operatörler, yapı taşları ve donanım gereksinimi yazılıdır.
Decaying Sphere
vrParticle GPUThe main geometry consists of two parallel spheres, with the area around and between them along the y-axis generated using a particle GPU. These twin spheres, made up of tile particles, gain movement through the particle engine's decay parameter. This decay responds to the energy of an audio signal from a single source. There is a fixed rotational movement, and the decay rate is higher for low-frequency sound waves. A VR camera is placed at the center of one of the spheres to convey a sense of distance and wave motion. The motion aesthetic works more harmoniously with low-tempo songs.
Entangled Spectrum
Noise · CHOP to TOP · GeometryBy trimming a single MP3 signal, low, mid, and high frequencies are separated and transferred to three different geometry setups using CHOP to TOP. The entire signal forms an "entangled" spectrum in the center. This twist originates from the noise operator's seed. There is a treble reactivity at the corners of the cube that rotates in 3D according to the total energy and becomes more pronounced when triggered. All geometries gain movement aesthetics primarily from the song's low frequencies. The outermost ring features a final layer with a larger volume, triggered by mid frequencies.
Noised Room
vrNoise · Hold · GeometryThere are two different noise operators compressed into a square plane and two cube shapes. Using FADR, the chosen song is divided into layers, with each layer providing reactivity to different parameters of the noise operators. To minimize FPS issues, dual colors are used. The resulting fixed square planes are positioned to mimic a mirror image. Small parts of the overall scene are placed in front of, below, and behind the user to emphasize the relationship between near and far. Interactive interventions can be made to the visual structure via a console.
Noises
Noise · CHOP to TOPAll transients of a single audio track are measured on an average energy graph and directed to the GPU. This data generates the movement of the noise. Another layered noise effect is added to create an intertwined front-back relationship in the visual. The addition of a noise operator and a feedback loop makes the visual more complex and rich. Fast and aggressive songs primarily produce visuals dominated by a constant red color.
RGB Delayed Flow
Transform · Particle · LFO25 points form a line, with their movements in the x, y, and z directions being triggered by the low, mid, and high frequencies of a chosen song, respectively. An additional turbulence effect is applied to the line, with the speed of this turbulence varying based on the song's overall energy level. There is an RGB delay effect and a glow effect on the line, both triggered by different frequency ranges of the song. After each position change, the glow effect captures a high-exposure "snapshot" of the line's movement.
Tunnel
vrGeometry · Math · WireframeA tunnel constructed from sampled circles at a fixed value gains shape and volume through the combination of various pattern operators. Using FADR, the segmented song triggers the pivot and transform parameters of circles, squares, and hexagons added along the circular path. The presence of low-frequency signal flow alters the tunnel's volume and shape. The brightness of the wireframe texture is triggered by high frequencies. To minimize the impact of sudden direction changes in tunnel movement and to prevent tearing during transmission, the VR camera moves along the path and is locked onto a null object that is a quarter second ahead of it.
in preparation





