I'm wondering if there's a way to do smoothing or blurring in VOPs. I'd like to get results similar to the Smooth SOP node, but apply the smoothing to noises at the VOP level.
Ex. I have a plane with some Worley noise and I want to soften the hard edges.
The Smooth VOP node [www.sidefx.com] doesn't seem to handle smoothing as I'd expect. I can't seem to get the results I'm going for. Perhaps someone could shed some light on this node. Or perhaps there's another VOP that would be better suited for smoothing.
Another idea...
Writing a noise algorithm similar to Worley noise with softer peaks and valleys could be an option. I imagine it could be possible to take HLSL (say something on Shadertoy [www.shadertoy.com]) and convert it to something Houdini can handle. Would this be done using VEX and an Attribute Wrangle?
Thanks so much for this @vik_lc! That's great! I'm surprised you had to write your own smoothstep function because I assumed Houdini would already have it built in, but I guess not!