[Sidefx-houdini-list] rotating noise

Calin Casian calin at sidefx.com
Sun Nov 25 22:21:54 EST 2007


I may not understood what you wan to do but can't you use vex to play with
the noise. attach a rest attribute to your geo so that the noise stick to
the surface and then do whatever you want in vops. Again I might
misunderstood you.






> Yeah.. you can do the rotation in maths in the sops but it's harder and
> more limiting than just rotating the source object around... then
> rotating it back afterwards.
>
> Once you've set up your xform sops on either side of your noise sop you
> can also scale/shear/translate the noise easily!
>
> Tip..
> * make your initial transform sop
> * RMB-Reference copy it
> * tick the Invert Transformation at the bottom of the referenced copied
> sop.
>
> This is faster an more flexible than putting -ch() expressions in.. and
> you don't need to worry about reversing the scale/rotate/translate or
> rotate x/y/z orders if you start doing more elaborate transformations.
> It gets it right for you.
>
> Cheers,
> r.
>
>
>
> Alvin Yap wrote:
>> Can you not rotate the geo, apply the noise, then do a relative
>> reference to the sop that did the rotation to get the inverse rotation
>> hence getting the geometry back to the original position with the noise
>> applied? I use that quite abit to scale groups of objects (shift geo to
>> origin, scale, shift geo back to original location).
>>
>> HTHs!
>>
>> Alvin
>>
>> Adrian Lee wrote:
>>
>>> Thats the effect I want but is there anyway to do it with out rotating
>>> the
>>> geometry?
>>>
>>> On 25/11/2007, Louis Dunlevy <ld at dneg.com> wrote:
>>>
>>>
>>>> If you're displacing then try rotating the normal instead. So if your
>>>> current expression is something like:
>>>> $TY + noise(blah)
>>>>
>>>> try:
>>>> $TX+$NX2*noise(blah)   $TY+$NY2*noise(blah)   $TZ+$NZ2*noise(blah)
>>>>
>>>> you can rotate your geometry and stick it into the second input of the
>>>> point sop which picks it up via $NX2 etc..
>>>> or do it in vops.. ;-)
>>>>
>>>>
>>>> Adrian Lee wrote:
>>>>
>>>>
>>>>> Hello boys and girls,
>>>>>
>>>>> I have a noise expression in the $TX slot in a point node that nicley
>>>>> displaces some geometry in the YZ plane. How can I then rotate the
>>>>> noise
>>>>>
>>>>>
>>>> in
>>>>
>>>>
>>>>> X so the same noise is now applied at a slight angle? Thanks
>>>>>
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-- 
C A L I N   C A S I A N
Production Specialist

Side Effects Software Inc.
e-mail: calin at sidefx.com
tel: (416) 5049876




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