mattak

mattak

About Me

Connect

LOCATION
Not Specified
WEBSITE

Houdini Skills

Availability

Not Specified

Recent Forum Posts

How to Freeze Noise on an Animated BGEO Sequence? Feb. 27, 2014, 8:02 a.m.

While I'm at it, I was wondering…

Is the same thing possible using the noise from a mountain SOP,
and if so how? Possible editing the VEX function code to pick up the rest attribute or something?

I've played around with trying to re-create a similar noise just in a
vopsop but the result weren't at all similar (aaflow, turb etc).

I've also tried applying a mountain noise to the rest attribute before
adding the rest attribute to the point position via a vopsop.

Neither was really satisfactory.

How to Freeze Noise on an Animated BGEO Sequence? Feb. 24, 2014, 5:59 p.m.

Awesome, thanks Milomilo!
I'd originally had the VOPSOP Importattrib importing the ‘rest’ attribute and feeding into the add & the aaflownoise.

I see from your VOPSOP that you apply the noise to the ‘rest’ then add it to the ‘P’ position.

I had all the right ingredients as you said… just in the wrong order.
Again, many thanks!

Cheers,

Mattak

How to Freeze Noise on an Animated BGEO Sequence? Feb. 24, 2014, 12:10 p.m.

Hi, no - that's not quite it.

In the context of this posting, there is one animated bgeo sequence of say a walk cycle of a human mesh, I then want to freeze some deformation onto the geometry the moving mesh via some noise.

I don't want the animated sequence to ‘swim’ through the offset of the noise, but to have the noise ‘fixed’ to the mesh as it walks/runs.

Thanks,

Mattak

p.s. the multiple fileIn SOPs in the example Hip file are only there to represent different approaches to the network I tried.