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In this TouchDesigner tutorial, we are building a procedural geometry array using advanced CHOP logic to drive parameters dynamically. We explore how to use me.digits calculations to ensure each copied operator generates unique scale and noise values automatically. You will learn to integrate the POP family with Shuffle CHOPs and Pattern CHOPs to create complex, layered wireframe visuals. 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 Tool ⇨ https://okamirufu.com/go/blobs?utm_so... ◼️Videomapping Tool ⇨ 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 Procedural Geometry Array Intro Learn how to build dynamic geometry arrays using CHOP logic. Automate unique scale and noise values with me.digits expressions. 00:29 Chapter 1: System Overview Using Constant CHOPs to drive procedural grid dimensions. Generate layered patterns and use Shuffle CHOPs for variation. 01:09 Chapter 2: Network Building Setting up constant values and UI button widgets for control. Configuring Null and Lag CHOPs to smooth the interactive data. 01:33 Pattern Work & Data Swapping Creating Ramp patterns and Shuffle methods to swap samples. Duplicating logic to control different range values for scaling. 02:41 SOP Geometry & me.digits Setting up a Sphere POP grid using system resolution constants. Applying the first me.digits calculation to automate uniform scale. 03:09 Delete POP & Attribute Slices Using logic expressions to keep specific primitives of the mesh. Multiply grid coordinates by shuffle values to create slices. 04:02 Wireframe & 4D Noise Movement Converting the mesh to line strips and applying Noise POPs. Setting up 4D transformations with absTime.seconds for movement. 05:05 PBR Rendering & Bloom Glow Applying metallic PBR materials and high-end lighting setups. Adding a Bloom TOP to make the procedural lines glow in the render. ● - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ● Subscribe to stay updated on Future Tutorials Stay Strong & Make Art 🤍 With Love Okamirufu #touchdesigner #creativeposter #posterdesign #realtime #generativeart