I've created a bunch of grids fed through a copytopoints to create a cube made from thin planes.
Then I'm displacing the geometry, but I'd like to strength of the noise to reduce over the length of the plane. At the very beginning it should stay still and the end should only move. (see image)
In Cinema4D there is a very easy way to add a shape and use that to controll the faloff of the effect, I imagine in Houdini it's not too difficult but I have no clue where to look at.
Thanks in advance!
falloff noise in a point VOP?
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- tehchriis
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- Tanto
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- Tanto
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- tehchriis
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Hi Tanto, thanks for the setup
I've replicated your setup, but it doesn't seem to affect anything. Also I'm not entirely sure if there are any more steps included in your last comment. I've got a decent sense of what houdini wants me to do, but I just haven't got the slightest clue where to look.. Sorry about that.
Could you elaborate a bit, or supply a .hip so I can compare where the differences are?
Thanks!
I've replicated your setup, but it doesn't seem to affect anything. Also I'm not entirely sure if there are any more steps included in your last comment. I've got a decent sense of what houdini wants me to do, but I just haven't got the slightest clue where to look.. Sorry about that.
Could you elaborate a bit, or supply a .hip so I can compare where the differences are?
Thanks!
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- Tanto
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Sure, here's a project file with the added ramp parameter.
So basically i'm taking the X component of the point position and normalizing it, by using the fit node and the minimum and maximum x values from the bounding box of the geo. I get a relative X position from 0 to 1, that I feed to the ramp parameter. This part is optional, but it allows you to reshape the falloff as you want it, instead of having it be linear. You'll see the control in the parameters of the VOP node itself. Finally, I multiply the noise by the result before adding it to the point position.
So basically i'm taking the X component of the point position and normalizing it, by using the fit node and the minimum and maximum x values from the bounding box of the geo. I get a relative X position from 0 to 1, that I feed to the ramp parameter. This part is optional, but it allows you to reshape the falloff as you want it, instead of having it be linear. You'll see the control in the parameters of the VOP node itself. Finally, I multiply the noise by the result before adding it to the point position.
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