Module 3 Activity Research

Weekly Activity Template

Rita Huang


Project 3


Module 3

Final Design: Testing & Prototyping


Activity 1: My Research

The prepared 3D model. Within TD, the Sphere SOP generates the primary lunar sphere geometry for UV coordinates used in potential texture mapping. The model's texture provides actual photographic detail of the lunar surface, applied to the base colour/diffuse channel of the lunar sphere. This makes our subject appear like a genuine moon, rather than merely a blank sphere. Alpha Map is used, and will likely: Creates the Eclipse Shadow Effect
        As the knob rotates, the alpha map could be animated or blended
        Dark areas gradually expand to simulate the shadow passing across the moon
        This creates the visual eating away of the moon during eclipse
        Drives Particle Emission
        Dark regions in the alpha could define where particles spawn
        As shadow grows, more particles appear in those areas
        Creates the impression of the moon breaking apart into particles
        Controls Material Breakup
        The alpha map might be used with a displace or switch SOP
        Pixels below a certain threshold could trigger geometry displacement
        This would create the fragmenting/recovering moon effect <div class='container'><iframe class='responsive-iframe' src='https://www.youtube.com/embed/tgbNymZ7vqY'></iframe></div> Once the code is written and connected, the Arduino transmits data to the TD system from here. Two sets of data—from the knob and the light intensity sensor—vary in real time and influence the effect (with possible minor fluctuations). When the Arduino is not linked, I temporarily employed a slider to control the parameter values received by the TD system. Finally, the moon can be seen rotating within the TD system. Adjusting the slider controls the lighting and shadows, simulating the principles of real-world lunar phases.

Activity 2: My Research

Instead of PBR material with moon texture map (realistic) I'm now considering using Constant MAT or PBR with high emission on particles.Each particle glows independently.Additive blending makes particles overlap and create luminosity.No diffuse texture - just pure emissive color To transform the realistic textured moon into an always-particle stylish visualization, I now use a Scatter SOP to distribute thousands of points across the moon sphere's surface, then employ Instance/Copy SOPs to place small glowing geometric primitives at each point location. Instead of rendering a solid mesh with photographic textures, each particle is assigned an emissive material that makes it self-luminous, and the render uses additive blending so overlapping particles accumulate brightness to create a sparkling, ethereal effect. This particle-based approach not only creates the distinctive glittery aesthetic but also makes the moon inherently dynamic—particles can easily disperse, flow, or cluster during the eclipse animation, enabling the dramatic breaking and reconstruction effects that would be impossible with traditional solid geometry. The slider effect has been tested. A few beams of light is projected onto the screen, and the changes are quite noticeable. Initial motion effect test—as can be seen now, when adjusting the Arduino knob, the “moon phase change” animation occurs before the “moon dispersing into particles”, appearing somewhat abrupt. The final adjusted effect is now ready (with double speed applied). The entire process can be observed: from the initial state, through the scattering effect triggered by manipulating the knob, to the subsequent reassembly into a new shape.

Additional Research or Workshops

 Particle System in TouchDesigner—I'm planning to use this tutorial series to learn how to create particle systems with the Point Sprite and GLSL components. I'll follow along to set up emitters, control velocity, and build feedback loops—which should be perfect for simulating the lunar particles in my installation. Collapsing Noise – Audio-Reactive Particle Tutorial—Even though this tutorial uses audio input, I paid attention to how the artist built a system using instancing, velocity, and noise to animate particles. I plan to adapt this structure by swapping in my potentiometer and light sensor data to drive similar motion — for example, changing particle spread based on light levels or knob position. Audioreactive Particle Cloud with CHOP Inputs—In this example, the artist shows how to manipulate particle color, scale, and position based on incoming CHOP data. I found this directly applicable to my project because I'm also feeding real-time values from Arduino sensors into TouchDesigner. I plan to use a similar technique to control particle brightness or density in response to ambient light. Celestial  Simulation in TouchDesigner—I want to use this tutorial to learn how to mask textures dynamically with alpha maps and manipulate 2D-to-3D visual transformations. I'm thinking I can apply these techniques to represent moon phases using either particles or geometry in my project. Versatile Particle System Using TOPs Only—I wanted to find a way to optimize performance, so I tried this approach that uses only TOPs instead of SOPs or particlesGPU. While it’s less 3D, I realized it could still be powerful for creating layered textures or glows for the moon. I might use this as a lightweight backup option for simulating partial moon phases or ambient visual noise.

Project 2


Project 3 Final Prototype

Phases of the Moon, our final interactive installation, uses real-time human interaction to investigate the atmospheric and emotional possibilities of particle-based visual storytelling. This project uses digital particles that react to physical movements and ambient light to simulate the lunar cycle, drawing on themes of transformation, rhythm, and sensory presence. We developed a system that allows users to control the moon's behaviour with straightforward, user-friendly inputs by combining TouchDesigner with Arduino sensors (a potentiometer and a light sensor). The moon can be moved between phases—from new to full—by turning a knob, and the brightness of the moon's glow can be changed by covering or exposing the light sensor. The experience becomes meditative and intimate as a result of these subtle interactions, which promote slow engagement and contemplative play. This project merges hardware, code, light, and space into an expressive system where technology doesn’t just respond — it listens, reflects, and transforms.

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