[Sidefx-houdini-list] rotating noise

Adrian Lee dryrainstudios at gmail.com
Mon Nov 26 04:30:12 EST 2007


all very sound bits of knowledge.

Will try tham out and get back to you

Ed

On 26/11/2007, Ivan DeWolf <ivan at martian-labs.com> wrote:
>
>
>
> you can also rotate the geo with a xform SOP, and then feed the rotated
> geo into
> the second input on your point SOP, and base your noise on
> $TX2,$TY2,$TZ2...
>
> Quoting Calin Casian <calin at sidefx.com>:
>
> > 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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> >
>
>
> -Ivan
>
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