[Sidefx-houdini-list] rotating noise

Peter Robbinson probbins at sympatico.ca
Mon Nov 26 08:12:05 EST 2007


Sure, but then you don't have the fun of fiddling with the light 
interactively 8-)

PeterR

Louis Dunlevy wrote:
> 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
>>>>>>> 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
>>>>>> 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
>>>>> _______________________________________________
>>>>> Sidefx-houdini-list mailing list
>>>>> Sidefx-houdini-list at sidefx.com
>>>>> https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini-list
>>>>>
>>>>>       
>>>>>         
>>>>>           
>>>>     
>>>>       
>>>>         
>>> _______________________________________________
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>>>
>>>   
>>>     
>>>       
>>   
>>     
>
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>   

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