The Collection

see it. embody it.

Copy any specimen's TDN to your clipboard and paste it straight into a TouchDesigner .toe running Embody.

6 specimens
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Kaleidoscope rendered result
intermediate compositing CC-BY

A reusable kaleidoscope compositor. Folds any TOP (or its built-in animated source) into an N-fold mirrored mandala that rotates, twists, breathes, and tumbles. Drop it onto any visual via the External source mode.

Mandelbulb March rendered result
advanced raymarching-sdf CC-BY

Mandelbulb March

by @embody.tools

A raymarched 3D Mandelbulb fractal rendered entirely in one GLSL TOP. The classic distance estimator is marched per pixel against a slowly orbiting camera; orbit-trap values captured during iteration tint the surface, and soft shadows, a fresnel rim, and a proximity glow give it depth. No input, no feedback - a drop-in hero render, a looping VJ source, or a reference for distance-estimated raymarching.

Murmuration rendered result
advanced simulation CC-BY

A dense GPU particle swarm that flocks like a starling murmuration at dusk - cohering, separating, aligning, and flowing around a slow invisible attractor with curl-noise wander. True per-neighbor Reynolds flocking computed on the GPU (a Neighbor POP index list iterated in a GLSL POP), rendered as luminous additive point sprites.

Plasma (Sine Interference) rendered result
intermediate generative CC-BY

Plasma (Sine Interference)

by @embody.tools

A flowing GPU plasma. Two sine-wave fields at slightly detuned scales beat against each other into shimmering moire fringes, a slow rotating domain warp bends the coordinates into liquid motion, and the result is mapped through a cyclic cosine palette. Self-contained and stateless - one GLSL TOP, no input, no feedback - so it drops in anywhere as a VJ loop, texture, or displacement source.

Reaction-Diffusion (Gray-Scott) rendered result
intermediate generative CC-BY

Reaction-Diffusion (Gray-Scott)

by @embody.tools

A living Gray-Scott reaction-diffusion field. Two chemicals diffuse and react in a GPU feedback loop, growing organic maze and coral patterns that evolve continuously. Usable as a texture, displacement, or mask source.

Ridged Mountain Terrain rendered result
advanced 3d CC-BY

Ridged Mountain Terrain

by @embody.tools

A procedural snow-mountain scene. A GLSL POP compute shader displaces a grid into ridged-multifractal peaks that morph in place, shaded by a snow/rock GLSL MAT with elevation-based snow, sun/sky lighting, and atmospheric haze, composited under a procedural sky.