COP: how to make stylized water caustics pattern

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I'm trying to create something like this:



I suppose there is a simple way to achieve that with a few noise patterns, but I can't figure it out myself

Especially, how to make the noise's border clear so it feels like something from vector graphics?
Edited by raincole - Aug. 3, 2024 02:02:51

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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.
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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.
Edited by raincole - Aug. 4, 2024 02:26:17
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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?

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This could be more round but I think it demos the "Distort by Slope" node:


Edited by PHENOMDESIGN - Aug. 6, 2024 23:35:21

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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
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