

ACTIVATED SCULPTURE — Cardboard Construction & Projection Mapping with TouchDesigner
What You'll Learn
Principles of 3D sculptural form and structural thinking
How to use a modular cardboard + 3D-printed connector construction system with inspired lasercut shapes
How artists have used light, projection, and sculpture as a unified medium
Projection mapping fundamentals using TouchDesigner and KantanMapper
How to design and apply visuals to irregular, hand-built surfaces
Iterative making: building, testing, adjusting, and responding
What's Provided
All cardboard materials, lasercut shapes, and 3D-printed connectors (yours to keep)
Cutting tools, tape, and assembly supplies
1 projector shared between every 2 participants
Lunch
Digital takeaway: photo and video shoot of your finished piece
Workshop Schedule
11:00–11:45 — Welcome & Artist Context Introductions and a short illustrated lecture on artists working at the intersection of sculpture, light, and projection. We open with Isamu Noguchi — whose biomorphic forms directly inspired the lasercut shapes in your construction set — as a foundation for thinking about sculpture as something alive and spatial. From there we move into the work of Rebecca Horn, whose kinetic machines blur the line between object and organism; Tony Oursler, who projects faces and figures onto lumpy sculptural forms to deeply unsettling effect; and Gretchen Bender, who used banks of screens and projected media as a form of cultural confrontation. The goal isn't art history — it's to open up your imagination before you start building.
11:45–1:00 — Sculpture Build, Part 1 Start building your sculpture with intention. Focus on structure and form. Sketch or jump straight in — both approaches welcome. Guided prompts help participants think about volume, shadow, and facets. Emphasis on making forms that will catch and transform projected light.
1:00–1:30 — Lunch Step away from your sculptures and eat. A good moment to look around at where everyone is in their build and start thinking about what you want to project.
1:30–2:45 — Sculpture Build, Part 2 Refine, expand, or restart. Live introduction to TouchDesigner and KantanMapper — how it works, how to build a basic projection mapping patch, and how to align content to your sculpture's surfaces. Participants begin rough alignment of projector to their sculpture.
2:45–2:55 — Break Step away, stretch, and look at each other's work in progress.
2:55–4:15 — Projection Mapping Session Each participant pair gets focused time with their projector. Mask and align your projection in KantanMapper. Experiment with different visual content: color, motion, pattern. Instructor circulates to help with both software and creative direction.
4:15–5:00 — Share-Out & Closing Each participant briefly shares their sculpture — what worked, what surprised them. Group discussion on the relationship between physical making and projected light. Documentation photos taken of each finished piece. Take your construction set home and keep building.
Before You Arrive — Software & System Requirements
We'll be using TouchDesigner with the built-in KantanMapper tool for all projection mapping. Please download and install TouchDesigner on your laptop before the workshop. The free non-commercial license is all you need.
Download TouchDesigner: derivative.ca/download
Windows
Windows 10 or 11
Nvidia GeForce or AMD Radeon dedicated GPU strongly recommended
Minimum 4GB GPU memory, 8GB recommended
Intel integrated graphics may work but will have limitations
Mac
macOS 13 or higher
Apple Silicon (M1 or later) strongly recommended
Intel-based Macs require a discrete AMD GPU — Intel-only graphics are not supported
A three-button mouse with scroll wheel is required (Magic Mouse will not work well)
Logistics
Duration: 6 hours (11:00am–5:00pm) including a 15-minute break and 30-minute lunch
Skill level: All levels welcome, no prior experience needed
Recommended group size: 6–12 participants
Participants share a projector in pairs
Please bring your own laptop with TouchDesigner installed
2:04 PM
About Your Instructor — Mark Hellar @mhellar
Mark Hellar is a creative technologist and founder of Hellar Studios LLC, a San Francisco studio specializing in the production and preservation of digital artworks. He is currently a consultant on new media initiatives at SFMOMA, the San Francisco Arts Commission, and Stanford Department of Art and Art History. He has taught physical computing, VR, AR, and generative DMX lighting at Gray Area, the San Francisco Art Institute, and many other institutions.
This workshop grows directly out of his studio practice.