Hi,How can I do this kind of noise(like this picture) by houdini .thanks
Noise shape
Started by eko, Jul 02 2012 01:33 AM
5 replies to this topic
#1
Posted 02 July 2012 - 01:33 AM
#2
Posted 02 July 2012 - 05:34 PM
eko, on 02 July 2012 - 01:33 AM, said:
Hi,How can I do this kind of noise(like this picture) by houdini .thanks
I think you would want to use a noise function to drive shader displacements. The veins vop would probably be a good starting place.
MrKunz.com
Blog | Demo Reel | Resume
Blog | Demo Reel | Resume
#3
Posted 02 July 2012 - 06:11 PM
here's an attempt:
NoiseySphereAttempt.hip 1.17MB
47 downloads
Basically, you should be trying to generate noise like this:

In the picture you provided it looks like a few noise functions are being multiplied to achieve greater variation.
NoiseySphereAttempt.hip 1.17MB
47 downloadsBasically, you should be trying to generate noise like this:

In the picture you provided it looks like a few noise functions are being multiplied to achieve greater variation.
Edited by jkunz07, 02 July 2012 - 06:24 PM.
MrKunz.com
Blog | Demo Reel | Resume
Blog | Demo Reel | Resume
#4
Posted 10 July 2012 - 07:35 AM
thanks guys!I will have a try for all your replies.
here is my test.I use the unifiednoise node. It's new to h12.Quite useful!
here is my test.I use the unifiednoise node. It's new to h12.Quite useful!
#5
Posted 10 July 2012 - 09:03 PM
eko, on 10 July 2012 - 07:35 AM, said:
thanks guys!I will have a try for all your replies.
here is my test.I use the unifiednoise node. It's new to h12.Quite useful!
here is my test.I use the unifiednoise node. It's new to h12.Quite useful!
Looking really good! I'd still recommend eventually moving the noise functions into the shop context and utilizing shader displacements to avoid some of the aliasing on the displacements in your picture.
MrKunz.com
Blog | Demo Reel | Resume
Blog | Demo Reel | Resume
#6
Posted 11 July 2012 - 06:47 AM
jkunz07, on 10 July 2012 - 09:03 PM, said:
Looking really good! I'd still recommend eventually moving the noise functions into the shop context and utilizing shader displacements to avoid some of the aliasing on the displacements in your picture.
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users










