Generative Particle System
Tags
Generative Art, Animation, Particles, GLSL, TouchDesigner
Year
2017
The Challenge
As a continuation of my research into creating scalable visuals for large-format installations, the next challenge was to evolve the static GLSL Vertex Displacement shader into a fully dynamic, animated visual system. The objective was to build upon the foundational technique by introducing particle rendering, procedural motion, and complex texture processing to create a captivating piece of generative art.
My Solution & Approach
Building on my previous file, I converted the base geometry from a solid mesh into a particle system. I then introduced procedural animation by linking a Low-Frequency Oscillator (LFO) to the shader’s displacement scale, creating a natural, pulsing motion. Finally, I developed a texture pre-processing system with a feedback loop to generate ethereal visual trails and echoes, ensuring the history of the image’s state continually influenced the particle system’s form.
Technical Highlights & Learnings
- Community Recognition: This work was recognized and reposted by the official TouchDesigner Instagram account, a significant validation from the creators of the software.
- Particle-Based Rendering: Evolved the original solid geometry into a particle system, allowing for a more intricate and granular visual style.
- Procedural Animation: Integrated an LFO to drive the shader’s parameters, creating continuous, non-repeating animation without manual keyframing.
- Texture Pre-Processing with Feedback: Designed and implemented a feedback loop that processes the source texture before it is applied to the geometry. This technique creates complex visual echoes and trails that directly influence the particle system’s form in subsequent frames.
Project Files & Links
GitHub Repository: TouchDesigner project file and GLSL code ↗
Tools & Technologies Used
Software: TouchDesigner
Programming: GLSL (OpenGL Shading Language)