The main concept for this method is relatively easy to grasp, you take the UV coordinates from a single polygon which consists of a square filling the entire UV space and apply it to a more compex object. Every polygon now gets the same texture information from UV space. By applying an outlined square texture (a square gradient will also do the job) one can get a classic wireframe render. The benefits of this method are fast render times, rendering of Isolines and works with every 3rd party Renderer inside C4D as it is UV based. This technique works best with evenly subdivided surfaces consisting of triangles and/or quads.
A modification of this technique allows even for randomly colorizing on a per polygon basis. Have fun :-)
Here's a quick tip on request. It's probably one of possibly many setups to connect sound with Thinking Particles. In this example I connected the strength of the sound effector through a sample effector node with the intensity and angle of a spotlight which drives a PMatterwaves node. In order to make it a little more interesting I plugged the strength also into a TPGravity node. The PMatterwaves in itself is a very powerful particle generator node inside Thinking Particles. It's highly recommended to invest some time in it.