TouchDesigner Tutorial: Build a Swirling Dust Terrain (Easy)
In this TouchDesigner tutorial, we build a generative dust terrain using high-density particle systems. We explore how to use a Noise POP set to Curl 2D to create fluid motion and a second Noise POP to drive vertical elevation via the P.Y attribute. The network also includes a feedback loop for smooth trailing echoes and a Luma Blur for atmospheric depth. Download the fully Project File on Patreon *Resources* ◼️ *Project File:* ⇨ https://okamirufu.com/go/projects?utm_source=youtube&utm_medium=video_description&utm_campaign=new_tutorial ◼️ *Ultra Bundle* ($1500 OFF - Limited Time): ⇨ https://okamirufu.com/go/ultra?utm_source=youtube&utm_medium=video_description&utm_campaign=new_tutorial ◼️ *Creative Web Apps* (The Blobs, Mesher, Tracker): ⇨ https://okamirufu.com/go/webapps?utm_source=youtube&utm_medium=video_description&utm_campaign=new_tutorial ◼️ *Courses & Community:* ⇨ https://okamirufu.com/go/skool?utm_source=youtube&utm_medium=video_description&utm_campaign=new_tutorial ◼️ *Free VJ Pack* ⇨ https://okamirufu.com/go/freevj?utm_source=youtube&utm_medium=video_description&utm_campaign=new_tutorial ● - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ● *TIMECODE* 00:00 *Dust Terrain Overview* We use a Point Generator and Particle POP to spawn the initial cloud. Driving motion with Curl 2D Noise POP creates fluid organic patterns. 00:40 *Constraining the System* Boundaries are constrained using a Limit POP to box the particles. We apply a second Noise POP to the Y-axis for terrain elevation. 01:22 *Generating the Particle Cloud* Initialize 50,000 points in a box shape with a Particle POP. Set high birth rates and birth life to manage high-density visuals. 02:14 *Fluid Curl Noise Setup* Apply specialized curl noise to force particles into swirling patterns. This technique ensures the movement feels organic rather than erratic. 03:14 *Defining Terrain Boundaries* The Limit POP clamps the X and Z axes while maintaining elevation. This step is essential for forming the structure of the landscape. 04:04 *Driving Elevation with Noise* Multiply the P.Y attribute by a second Noise POP for height variation. Animating the 4D translate parameter creates a shifting terrain effect. 05:38 *Geometry and Wireframe Render* Assign a Wireframe material to Geometry COMPs for a structured look. We set the topology mode to create a clean geometric bounding box. 06:01 *Feedback Trails and Final Blur* Route the render through a Feedback TOP for smooth trailing echoes. Finish the atmosphere using a Circular Ramp and Luma Blur TOP. ● - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ● *Connect* ◼️Patreon ⇨ https://okamirufu.com/go/patreon?utm_source=youtube&utm_medium=video_description&utm_campaign=new_tutorial ◼️Instagram ⇨ https://okamirufu.com/go/instagram?utm_source=youtube&utm_medium=video_description&utm_campaign=new_tutorial ◼️TikTok ⇨ https://okamirufu.com/go/tiktok?utm_source=youtube&utm_medium=video_description&utm_campaign=new_tutorial ◼️Pinterest ⇨ https://okamirufu.com/go/pinterest?utm_source=youtube&utm_medium=video_description&utm_campaign=new_tutorial *Subscribe to Stay Updated on Future Tutorials* Stay Strong & Make Art #touchdesigner #creativeposter #posterdesign #realtime #generativeart
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