Build Texture-Driven 3D Systems in TouchDesigner

This TouchDesigner tutorial focuses on the Projection POP as a way to create real-time interactive 3D scenes that react to 2D texture inputs. It touches on the difference between screen-space and camera-space, and goes through the step-by-step process of creating interactive grass that grows from the surface of a twisted torus mesh. While this tutorial looks at using a mouse driven circle TOP texture, the technique is easy to extend to any video input, such as silhouettes segmented from RGB or depth cameras. This tutorial uses build 2025.32460, so if you're using an older or newer version there may be features that don't work in exactly the same way. HDRI: https://polyhaven.com/a/studio_small_08 Tutorial Project File:   / 156289252   Camera Input Example:   / 156294318   Links mentioned in the tutorial: Lucas Morgan’s "Interactive Guided Tour Through Matrix Transformation Pipelines": https://derivative.ca/community-post/...    • Bullet Solver and TDAbleton in TouchDesigner   (render picking) Video Navigation / Topics: 00:00 - Intro 01:16 - Screen Space vs. Camera Space 02:34 - Render Picking and Why it Won't Work 04:40 - Twisted Torus Geometry 08:52 - Render Setup 11:30 - Environment Light 14:41 - Background Gradient 15:49 - Post Effects: SSAO, Anti-Alias and Bloom 17:49 - Mouse Driven Circle TOP Texture 25:22 - Screen Space Lookup 30:57 - Triggering Animation Ramps 35:41 - Animation Ramp GLSL POP Compute Shader 42:19 - Applying Scale Attribute 45:24 - Copying Grass Geometry 51:29 - Applying Color 55:36 - Final Thoughts