[Sidefx-houdini-list] rotating noise

Peter Robbinson probbins at sympatico.ca
Mon Nov 26 08:04:29 EST 2007


Alright, how about this.

Provided you don't need it interactive. Project a noise image through a 
light as a projection map, I used a noise cop.
Render that with "mantra -u" to get a baked texture, make sure your uv's 
are vertex based.
Save that image and use it as a displacement map.

PeterR

Adrian Lee wrote:
> 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
>>>>>>>>>
>>>>>>>>>                   
>>>>> _______________________________________________
>>>>> Sidefx-houdini-list mailing list
>>>>> Sidefx-houdini-list at sidefx.com
>>>>> https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini-list
>>>>>
>>>>>           
>>>> --
>>>> 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
>>>>
>>>> _______________________________________________
>>>> Sidefx-houdini-list mailing list
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>>>> https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini-list
>>>>
>>>>         
>>> -Ivan
>>>
>>> ---------------------------------------------------------
>>> "Perfection is achieved when nothing else can be removed"
>>> -Yvon Chouinard
>>> _______________________________________________
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>>>       
>>     
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>   

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