How can I 'distort' noise based on a curve?

   2041   1   0
User Avatar
Member
10 posts
Joined: Nov. 2017
Offline
Hello folks.

I'm trying to model a simple procedural cliff in houdini which its shape follows a curve. I do the curve, transforms it, skin it, covert it to polygon, subdivide it and then I apply a point vop to add noises and make it look like a cliff.

The process is fine until this point, but the thing is, I'd like a way of ‘distort’ my noise to follow the shape of my mesh. I mean, my current noise is based on @P, so it's projected uniformly, globally, so it doesn't matter if I move my curve, the noise will be applied in the same way. I want to move a point of my curve up and then the noise on this point would also be projected up, like in the img attached (left is my current mesh, right is the result I'd like to have).

thanks ^^
Edited by GILPStudio - May 28, 2018 11:13:42

Attachments:
unknown.png (811.3 KB)
auto_cliff_test2.hiplc (293.7 KB)

User Avatar
Member
37 posts
Joined: Aug. 2015
Offline
This is because your points are moving, so the noise samples at a new position when you move them around. If you want your noise to “stick” to the surface when you move it around, you need a value on your points that doesn't change when you move them.
Rather than using @P, you could use UVs or a rest position.
http://www.sidefx.com/docs/houdini/nodes/sop/rest.html [www.sidefx.com]
  • Quick Links