Dot Product and VOP Noises
4310 15 2- luidox
- Member
- 36 posts
- Joined: Oct. 2018
- Offline
Does anyone use angle controls to displace noises in an attribute VOP?
For example, I want to displace on a surface area of 65° relative to the Y axis.
More example, take a tessellated cube and rotate from its natural default position. As the faces angle, the set noise on the certain degree begins to reveal.
i'e been told Dot Product does this but i need some hand holding examples.
this image shows my goal. smooth noise to heavy noise at a different angle
For example, I want to displace on a surface area of 65° relative to the Y axis.
More example, take a tessellated cube and rotate from its natural default position. As the faces angle, the set noise on the certain degree begins to reveal.
i'e been told Dot Product does this but i need some hand holding examples.
this image shows my goal. smooth noise to heavy noise at a different angle
Edited by luidox - Jan. 5, 2020 22:01:00
- Konstantin Magnus
- Member
- 670 posts
- Joined: Sept. 2013
- Offline
You would compare a vector pointing upwards against the surface normals using a dot product.
https://procegen.konstantinmagnus.de/ [procegen.konstantinmagnus.de]
- luidox
- Member
- 36 posts
- Joined: Oct. 2018
- Offline
thats really nice. any chance of seeing this in a vop solution? im not really a fan of vex. im an old school artist and as such we artist don't think that way
also i guess im kinda looking for something with more of a numerical literal control. like
turbnoise shows at angles 0-30 degrees
unifiedstatic shows at angles 31-60
worley shows at angles 61-90
so on
also i guess im kinda looking for something with more of a numerical literal control. like
turbnoise shows at angles 0-30 degrees
unifiedstatic shows at angles 31-60
worley shows at angles 61-90
so on
Edited by luidox - Jan. 6, 2020 13:44:54
- luidox
- Member
- 36 posts
- Joined: Oct. 2018
- Offline
- mestela
- Member
- 1716 posts
- Joined: May 2006
- Offline
- luidox
- Member
- 36 posts
- Joined: Oct. 2018
- Offline
- mestela
- Member
- 1716 posts
- Joined: May 2006
- Offline
- luidox
- Member
- 36 posts
- Joined: Oct. 2018
- Offline
mestela
You can convert that 1 -> 0 -> -1 value that a dot product returns into a 0 90 180 degree value if you're so inclined.
im not too sure which value your saying should be changed. in the dot product i tried messing with the numbers and got less than desirable results.
im also not sure how to add more noises. say maybe something like 50. i would never need that much but it would be nice to have the freedom
Edited by luidox - Jan. 13, 2020 16:59:30
- luidox
- Member
- 36 posts
- Joined: Oct. 2018
- Offline
- Nicolas Longchamps
- Member
- 37 posts
- Joined: Aug. 2015
- Offline
- luidox
- Member
- 36 posts
- Joined: Oct. 2018
- Offline
i took the above and tinkered around.
you can see my botched attempt here. im trying to use dot products with trig math to assign angles to each noise. ideally instead of having it project like a 6 planer set up id like it to work based on numerical angle inputs. im shooting blanks here and in need of some guidance please
the gradient l like above is fine too
you can see my botched attempt here. im trying to use dot products with trig math to assign angles to each noise. ideally instead of having it project like a 6 planer set up id like it to work based on numerical angle inputs. im shooting blanks here and in need of some guidance please
the gradient l like above is fine too
Edited by luidox - March 21, 2020 17:39:44
- blackpixel
- Member
- 182 posts
- Joined: April 2009
- Offline
If you want numerical control as a mask, then just feed the angle with some offsets into 2 Fit Range VOPs and multiply them. Wrap the whole thing into an HDA and you should be good. You can also modify it to use another angle instead of thickness if you need something like 30°- 60°.
The example by Konstantin Magnus gives you much nicer ramp controls though and I'd argue that you could recreate that snow image with mestela's solution:
The example by Konstantin Magnus gives you much nicer ramp controls though and I'd argue that you could recreate that snow image with mestela's solution:
Edited by blackpixel - March 28, 2020 09:05:04
- luidox
- Member
- 36 posts
- Joined: Oct. 2018
- Offline
blackpixel
If you want numerical control as a mask, then just feed the angle with some offsets into 2 Fit Range VOPs and multiply them. Wrap the whole thing into an HDA and you should be good. You can also modify it to use another angle instead of thickness if you need something like 30°- 60°.Image Not Found
The example by Konstantin Magnus gives you much nicer ramp controls though and I'd argue that you could recreate that snow image with mestela's solution:Image Not Found
This has worked great. is there a way to get import point nodes to work with this?? i am not having much luck and getting alot of exploded verts as a result.
Edited by luidox - May 31, 2020 14:18:25
- Aizatulin
- Member
- 470 posts
- Joined: July 2005
- Offline
- luidox
- Member
- 36 posts
- Joined: Oct. 2018
- Offline
Aizatulin
If you want a variable number of different noises, you can use a multiparm list. Here is a vex approach, but quite similar to the
previous examples.
is there a way too have this sphere example work based on position rather than angle? im trying to position noise info on a set of stairs but i don't want to noise to touch every stair case. id like it to work its way up functionally rather than work on all similar angles.
- Aizatulin
- Member
- 470 posts
- Joined: July 2005
- Offline
-
- Quick Links