[Sidefx-houdini-list] rotating noise

Louis Dunlevy ld at dneg.com
Mon Nov 26 08:06:24 EST 2007


you can also give mantra a co-ordinate space to rotate to..  ;-)

Peter Robbinson wrote:
> 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
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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
>>>>>
>>>>> _______________________________________________
>>>>> Sidefx-houdini-list mailing list
>>>>> Sidefx-houdini-list at sidefx.com
>>>>> 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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