[Sidefx-houdini-list] rotating noise

Adrian Lee dryrainstudios at gmail.com
Mon Nov 26 04:44:53 EST 2007


Thankyou guys. All work well. Unfortunatley the noise that works well for
the test cube isnt playing nicely with the larger geo. A small trip back to
the drawing board, me thinks.

On 26/11/2007, Adrian Lee <dryrainstudios at gmail.com> wrote:
>
> 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
> >
> > ---------------------------------------------------------
> > "Perfection is achieved when nothing else can be removed"
> > -Yvon Chouinard
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