Book Image

Multimedia Programming Using Max/MSP and TouchDesigner

By : Patrik Lechner
Book Image

Multimedia Programming Using Max/MSP and TouchDesigner

By: Patrik Lechner

Overview of this book

Max 6 and TouchDesigner are both high-level visual programming languages based on the metaphor of connecting computational objects with patch cords. This guide will teach you how to design and build high-quality audio-visual systems in Max 6 and TouchDesigner, giving you competence in both designing and using these real-time systems. In the first few chapters, you will learn the basics of designing tools to generate audio-visual experiences through easy-to-follow instructions aimed at beginners and intermediate. Then, we combine tools such as Gen, Jitter, and TouchDesigner to work along with Max 6 to create 2D and 3D visualizations, this book provides you with tutorials based on creating generative art synchronized to audio. By the end of the book, you will be able to design and structure highly interactive, real-time systems.
Table of Contents (19 chapters)
Multimedia Programming Using Max/MSP and TouchDesigner
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Introducing 3D rendering


We have actually met SOPs a lot already, but always kind of ignored them. Before we get to know them a bit better, let's start with the basics that will get us started rendering. Refer to the following screenshot:

What you see in the preceding screenshot is a basic setup to render 3D content in TouchDesigner. We create Render TOP, the central point where our three-dimensional information gets converted into two-dimensional frames. To actually draw a (shaded) scene, we need at least the following:

  • Geo COMP (to insert geometry to be drawn)

  • Light COMP (to light up our scene and make shading possible)

  • Camera COMP (to let us define how to look at our scene)

  • Render TOP (to draw the scene)

Render TOP allows us to draw geometry, and what geometry is supposed to draw is configured on the Render page of its parameter dialog. Refer to the following screenshot:

As you can see, by default, pattern matching is used to draw all Geometry COMPs that are found. The same is true for Light...