What would be the best way of generating a one dimensional noise using a particle ID as a seed value? All of the noise expressions seem to take three values and returns a vector, but I only want a float returned.
I tried using a CHOP to generate the noise, but wasn't quite sure how to use a particle ID as it's seed value.
1D noise from expression?
9467 4 1-
- frogspasm_deux
- Member
- 77 posts
- Joined: July 2006
- Offline
-
- symek
- Member
- 1390 posts
- Joined: July 2005
- Offline
frogspasm_deux
What would be the best way of generating a one dimensional noise using a particle ID as a seed value? All of the noise expressions seem to take three values and returns a vector, but I only want a float returned.
I tried using a CHOP to generate the noise, but wasn't quite sure how to use a particle ID as it's seed value.
Here you have both CHOPs and VEX ways. Vex (VOPs) parhaps easier and faster, but who knows

cheers,
sy.
PS Expressions are typically much slower then vex or chops, but of course very handy

-
- frogspasm_deux
- Member
- 77 posts
- Joined: July 2006
- Offline
-
- frogspasm_deux
- Member
- 77 posts
- Joined: July 2006
- Offline
-
- symek
- Member
- 1390 posts
- Joined: July 2005
- Offline
frogspasm_deux
That was a big help.
Now I'm wondering if there's a way to pipe that noise value from the VOP SOP back into the POP network. I can use the value after the VOP SOP, but I want to use it to drive a parameter in the particle system.
Thanks!
Sure, just redo the same VOPnetwork in POP context! (perhaps you can even copy/paste it).
Cheers,
sy.
-
- Quick Links