This week I am going to start diving head first into some back end development for this experience – but first I wanted to play a bit with realism and realistic textures. I took the plants from the previous video and added in a campfire and a ground texture to see how well the realistic… Read More Playing with some realism
Here I will log my process in creating an 3D interactive story telling environment which utilizing room-space AR as the primary tool of design. I will be posting progress updates, tips, and other potential paths this technology can take in live event and performance design. The main technologies I will be using in order to… Read More Starting the project.
Hi folks, Check out this video series I have started up with the incomparable Matthew Ragan. We are planning on doing more of these in the future – please comment or send one of us an email if you have something specific you want us to cover.
Right now I am working on some software to educate public speakers. One of the requirements for the software is that it records and stores data gathered in real time during a talk and be able to be accessed later for playback and data analysis. This data needs to be managed in such a way… Read More Data management with Python
Today I’going to bring you through the basics of creating stereoscopic visuals. If you don’t have a set of anaglyphic 3D glass laying around you can make them fairly easily with plastic glasses frames from a movie theater and some red and blue lighting gel. Here is a picture of the glasses I made. It’s… Read More Simple Stereoscopy visuals in TouchDesigner
Ripped right from Wikipedia: “UV mapping is the 3D modeling process of projecting a 2D image to a 3D models surface.” If you’re familiar with 3D modeling then UV maps might be second nature to you, they allow you to give the object you create texture. They allow you to manipulate the way light interacts… Read More Visualizing UVs and UV maps
Here is an example of GLSL ray marching in TouchDesigner. The marching algorithm looks up the pixel value from a Texture3D and paints it in a GLSL TOP.