brian burke

brianBurke

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Recent Forum Posts

Making Procedural Cliff advice Oct. 5, 2018, 6:32 p.m.

two main ways to do this nic. first thing you'll want to do is to export your field as ‘surface’ rather than ‘density’. its as easy as changing the name of your export variable in your vop or wrangle.

to displace your ‘surface’ field, you can either displace the lookup or offset the field. displacing the lookup has the effect of moving the surface around in space based on your noise field (vector noise). offsetting the field is changing where in the volume the limit surface is drawn based on the noise (float noise). the differences are subtle but appreciable. here's an example of both.

Rounded Edge Example? Oct. 5, 2018, 6:16 p.m.

not too much going on, just the ‘rounded_edge’ vop plugged into the normal parameter of the surface shader as if it was a bumped normal. the normal is rounded based on a ray fired a short distance to test for proximal geometry and to test the angle of that surface relative to the ray's source. you can see this break down when the geometry overlaps upon itself.

Particle banking rotation Oct. 4, 2018, 1:17 p.m.

howdy josh. a relatively efficient but somewhat brute-force way to do this would be to blur your input velocity over time. here's an example of averaging your velocity between seven frames that seems to eradicate your jitter.