Noise is essentially a gradient, from 0 to 1, right? To get a clear division into white/black, i.e. 0 and 1, you just need to apply the comparison - color = (color> 0.5 (for example)). Color greater than 0.5 will be 1, less - will become 0.
RGaal Noise is essentially a gradient, from 0 to 1, right? To get a clear division into white/black, i.e. 0 and 1, you just need to apply the comparison - color = (color> 0.5 (for example)). Color greater than 0.5 will be 1, less - will become 0.
I mean yes, you will get sharp edges, but it will be very grained and jagged. Simplying posterizing a fractal noise won't get me smooth edge like vector graphics. Perhaps I'm doing it wrong though.
Rasterizing a SDF will get smooth edges, but how to generate an SDF with such pattern in the first place...? I haven't figured it out.
raincole Rasterizing a SDF will get smooth edges, but how to generate an SDF with such pattern in the first place...? I haven't figured it out.
Maybe do the work(vector graphics) outside Houdini and use file import in COPs. Or do some work in SOPs and use a SOP import. Or do a combination of both?
PHENOM(enological) DESIGN; Experimental phenomenology (study of experience) is a category of philosophy evidencing intentional variations of subjective human experiencing where both the independent and dependent variable are phenomenological. Lundh 2020