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

Camera, light, and shading


We just talked about camera placement, so let's now examine the basic rendering setup a bit deeper. We need to talk about what we can do with the following:

  • Cameras

  • Lights

  • Materials

  • Render passes

Cameras

The Camera COMP is pretty straightforward. You've already seen how to position it interactively and how to use a Null COMP to control its orientation more easily, but there are some more features you should be aware of. In COMP's /project1/camera folder, you will find some examples of the Camera COMP's capabilities.

Note

In any case, when experimenting with one or more cameras, be sure to take advantage of the camera's uniform scale parameter. This parameter is also available on a Geometry COMP and is used to scale the whole geometry up or down. In the case of the Camera COMP, it only affects how the camera is displayed in our geometry viewers, and it does not affect the rendering at all. Therefore, if you are working on a huge or tiny geometry and you can hardly see...