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In this TouchDesigner tutorial, we will build a dynamic box particle system from scratch using a specialized feedback loop for continuous motion. We explore how to manage high-precision position data using a Noise TOP set to 32-bit float and how to restrict movement effectively with the Limit TOP. You will also learn to set up instance scaling and color segments using the Ramp TOP and Random GPU noise. Download the fully Project File on Patreon Download Project File ◼️Project Files Patreon ⇨ https://okamirufu.com/go/projects?utm... Courses & Education ◼️TouchDesigner Ultra Bundle 👀 ⇨ https://okamirufu.com/go/ultra?utm_so... ◼️TouchDesigner Courses ⇨ https://okamirufu.com/go/skool?utm_so... Creative Tools ◼️Blob Tracking Web ⇨ https://okamirufu.com/go/blobs?utm_so... ◼️The Mesher Videomapping ⇨ https://okamirufu.com/go/mesher?utm_s... Free Resources ◼️Free VJ Pack ⇨ https://okamirufu.com/go/freevj?utm_s... Connect ◼️Patreon ⇨ https://okamirufu.com/go/patreon?utm_... ◼️Instagram ⇨ https://okamirufu.com/go/instagram?ut... ◼️TikTok ⇨ https://okamirufu.com/go/tiktok?utm_s... ◼️Pinterest ⇨ https://okamirufu.com/go/pinterest?ut... ● - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ● TIMECODE 00:00 Tutorial Introduction Begin by exploring dynamic instancing effects using Noise TOPs. We will build a visually rich generative animation in TouchDesigner. 00:30 System Overview Review the core network structure including LFOs and TOP operators. Understand how position, scale, and color data feed the instances. 01:42 Network Foundation Start building the logic using LFO, Count, and Constant CHOPs. Define key properties like particle count, seeds, and box sizes. 02:34 Point Position System Create a Noise TOP to generate 3D coordinates for every particle. Use Limit and Feedback TOPs to restrict and smooth particle motion. 05:30 Scaling and Color Implement random GPU noise to drive individual instance scaling. Animate a Ramp TOP to provide dynamic color shifts over time. 06:58 Geometry and Instancing Set up the Box SOP and Geometry COMP to render the final shapes. Map the TOP data to translation, rotation, scale, and color. 08:23 Environment and Lighting Create a background plane and wireframe grid for depth. Add a distant light and environment light using an HDRI map. 11:24 Rendering and Post-Processing Configure the Render TOP for high-precision 32-bit floating point. Apply Bloom and Level TOPs for final glow and color correction. ● - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ● Subscribe to stay updated on Future Tutorials Stay Strong & Make Art 🤍 With Love Okamirufu #touchdesigner #creativeposter #posterdesign #realtime #generativeart