[Sidefx-houdini-list] VEX curl noise
jordan.h.walsh at gmail.com
Mon Sep 25 09:53:37 EDT 2017
you pretty much just do all the frequency, amp. offset manually.
So you just do (if basing the noise off position):
curlnoise( (@P + offset) / freq ) * amp
where offset, freq and amp are whatever vector values you ant to pump in.
No files were attached... but I'm pretty sure you can attach a file to this
On 7 September 2017 at 17:01, Gary Jaeger <gary at corestudio.com> wrote:
> I have a question about using curl noise in VEX. If I set up a VOP and put
> down a curl noise, I have access to frequency, amplitude, offset etc etc.
> Can those be access via VEX?
> See attached (can I attach files here?). It's a simple line with a wrangle
> and we're multiplying by ptnum to keep the base static while the noise
> get's stronger the higher the ptnum.
> Basically (sort of) recreating a thing that's easy in maya, making a curve
> dynamic and adding turbulence while pinning one end.
> Gary Jaeger // Core Studio
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> Half Moon Bay, CA 94019
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