NOISE CONTROL
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- luidox
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Hey all
I’m a newb to houdini. I’ve only been digging in for a few months now so my inquiries may come off as a little naïve. I apologize for that.
1. attributeVop. I love these things. A substance designer user could pretty much adopt the use of these nodes pretty fast. my question is the noises that I play around with when the forming geometry tends to only exist on three axis. That’s totally fine. What I would like is to displace those noises on a specific axis. Much like Tri planer. For example think of a sphere and the Worley noise only showing up on the Y axis -Please feel free to answer in vex if you don’t know the answer in vop. I’ve been having a decent amount of luck translating vex to VOP lately
I’m a newb to houdini. I’ve only been digging in for a few months now so my inquiries may come off as a little naïve. I apologize for that.
1. attributeVop. I love these things. A substance designer user could pretty much adopt the use of these nodes pretty fast. my question is the noises that I play around with when the forming geometry tends to only exist on three axis. That’s totally fine. What I would like is to displace those noises on a specific axis. Much like Tri planer. For example think of a sphere and the Worley noise only showing up on the Y axis -Please feel free to answer in vex if you don’t know the answer in vop. I’ve been having a decent amount of luck translating vex to VOP lately
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- vicvvsh
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- luidox
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That’s very close. Essentially the look that I’m trying to get is from the very top down to the equator has information and from the equator down to the bottom has zero information. With respect to gradient fades and what not.
This way the other vectors are not influenced. Y nearby nioses isolated to specific factors. It’s like vert coloring Cd.b= Set y(0.4); Something like that where in that case blue would vert flood only from one angle.
This way the other vectors are not influenced. Y nearby nioses isolated to specific factors. It’s like vert coloring Cd.b= Set y(0.4); Something like that where in that case blue would vert flood only from one angle.
Edited by luidox - Nov. 25, 2019 12:57:13
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- Aizatulin
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Hi,
here is an experimental VEX approach.
The idea behind:
Using a geometry with an array point attribute, which contains information about the neighbourhood. This information can be used to define groups and relations between them (using xyzdist() function with prim group restrictions). The distance attribute can be used to smooth the boundary area between the groups.
This is only experimental (an idea).
For example if there are too many neighbours in a specific radius -> all distances has to be calculated, which will result a slow run time, so I've limited the neighbours to 3, which are used for the calculation.
There are also still artifacts around the corner points, where three neighbours are close.
But if interested here is my file (and I don't know, if there is a more elegant solution).
P.S.: here is an updated version, because the former version seems to be buggy. Problem is still, that too many groups are slowing
the process down …
here is an experimental VEX approach.
The idea behind:
Using a geometry with an array point attribute, which contains information about the neighbourhood. This information can be used to define groups and relations between them (using xyzdist() function with prim group restrictions). The distance attribute can be used to smooth the boundary area between the groups.
This is only experimental (an idea).
For example if there are too many neighbours in a specific radius -> all distances has to be calculated, which will result a slow run time, so I've limited the neighbours to 3, which are used for the calculation.
There are also still artifacts around the corner points, where three neighbours are close.
But if interested here is my file (and I don't know, if there is a more elegant solution).
P.S.: here is an updated version, because the former version seems to be buggy. Problem is still, that too many groups are slowing
the process down …
Edited by Aizatulin - Nov. 27, 2019 13:47:58
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- robsdesign
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- 240 posts
- Joined: March 2015
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Hi, I've attached a hip showing two examples.
Both methods show how you can use a bounding box's colour for masking noise.
1st method uses RGB applied to the bounding box axis which is then used as masks for the noise.
2nd method uses the Color Sop's bounding box, then partitions the colours for groups and falloffs to use as masks for noise. (I've just shown red and yellow)
Rob
Both methods show how you can use a bounding box's colour for masking noise.
1st method uses RGB applied to the bounding box axis which is then used as masks for the noise.
2nd method uses the Color Sop's bounding box, then partitions the colours for groups and falloffs to use as masks for noise. (I've just shown red and yellow)
Rob
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- luidox
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- luidox
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