Using a noise map to deform points, edges or primatives?

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Hi folks,

I feel sure this must be possible in Houdini, but i have no idea how to do it:

You take a flat 2D image containing noise (or anything else for that matter) and use it to deform points, edges or primitives.



For example, say i have a 2D grid ……… i want to use the luminosity of a noise map to adjust the height of the points in the grid.

If anyone could give any pointers about what nodes one might need, i'd be very grateful!
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Attribute VOP.

you can do pretty much anything with a node graph inside.

https://www.sidefx.com/docs/houdini/nodes/sop/attribvop.html [www.sidefx.com]

Attachments:
attrib_vop_tex_displace_example.hip (241.1 KB)

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Many thanks for taking the time, JSMACK, i'm gonna examine your .hip!
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I checked your .hip, very useful for me, thanks!

A question:

Is it possible to create an “image” in a copnet (with masks, gradients, color, whatever), then somehow bring that into an attribvop to effect stuff?

I mean in real time……..so, you change something in the composite view, and you see it also updating in the scene view.

I feel sure it must be possible, but have no clue as how to achieve it (route what to where?)
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Yes, for the texture path use an op reference.
i.e.
op:/img/cop2net1/COMP
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Thanks but i really don't understand!

I don't understand the “COMP” part.

And also i don't understand how to change the texture path (in which node?).

Any chance you could change your original .hip to show it? Then i'll understand.

Sorry dude, i'm a beginner, i've only been messing with VFX for a couple of months!
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Dazzer123
Thanks but i really don't understand!

I don't understand the “COMP” part.

And also i don't understand how to change the texture path (in which node?).

Any chance you could change your original .hip to show it? Then i'll understand.

Sorry dude, i'm a beginner, i've only been messing with VFX for a couple of months!


Even easier…
In your geometry node drop a cop2net, dive inside and do your comp in there. This node generates by default an attributed mesh, with your image as @Cd, @Alpha yb default.

Attachments:
Bildschirmfoto von 2019-12-02 17-11-02.png (920.4 KB)

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Ok, cool gonna give that a try, thanks!
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