We have now used TOPs quite a bit, but before we come to 3D, it might be a good idea to do some more extensive 2D work to have a more solid base. Have a look at the 02_AudioReactive_two
component. I know, what a kitsch sunset! However, it's a good example of how much of a complex scene we can achieve just with some Noise TOPs, Ramp TOPs, and a Circle TOP as a source, using some FX, and compositing everything together. This is really something to remember; real-time 3D rendering is more about clever faking to keep the performance drain low.
As you can see in the example COMP's top layer, we have the same structure as we just saw at /project1/02_AudioReactive_two
. There is audio in, audio analysis, local, and so on (we are repeating the concepts; ring a bell?). The only thing that's different is what's inside the local and core COMPs. If you look inside the core, you'll find a pretty small-looking network, but really, it is not that small:
As you can see in this image...