Welcome to od|forum

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.

Search the Community

Showing results for tags 'noise'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Lounge/General chat
    • Education
    • Jobs
  • Houdini
    • General Houdini Questions
    • Effects
    • Modeling
    • Animation & Rigging
    • Lighting & Rendering
    • Compositing
    • Games
  • Coders Corner
    • HDK : Houdini Development Kit
    • Scripting
    • Shaders
  • Art and Challenges
    • Finished Work
    • Work in Progress
    • VFX Challenge
    • Effects Challenge Archive
  • Systems and Other Applications
    • Other 3d Packages
    • Operating Systems
    • Hardware
    • Pipeline
  • od|force
    • Feedback, Suggestions, Bugs

Found 35 results

  1. Hi Everyone, Just had a quick question that someone could maybe help me out with... What is the difference between turbulent noise using the perlin function and using aanoise with the perlin function? aanoise seems to give you values in the negative and the turb noise has different fall off due to the attenuation calculation on the node, but what would be the main reason to use the one over the other ? besides the default starting look ? Are there any speed or render noise differences? Many Thanks R
  2. Hi, I am trying to control the frequency of noise using a colour attribute. I have managed to do this on a grid but I cant figure out how to do the same using a volumevop. My goal is to be able to control the amount of detail/scale in specific areas of the model. Im not sure if this is the right way do to this but the example image shows that effect I'm trying to achieve. Thanks Noise control.hipnc
  3. Hi, everyone. I'm new to Houdini. The question that I bring to you is not mine. I found it in the comments in a tutorial about Houdini volumes and would want to know the answer also. The question is: Is there a way to animate character made of volume and keep its volume noise parameter in a right place? As far as I know the volume noise is based on position, so animating it we are moving character, but noise is stable in its position. We could scatter points inside a volume in the base position and write it down using the attribute, then we could create volume out of particles and use our noise attribute to be read out of points. Is it possible, or I'm just making an unnecessary noise ;-) Best Regards, Tom
  4. Hi, everyone. I'm new to Houdini. The question that I bring to you is not mine. I found it in the comments in a tutorial about Houdini volumes and would want to know the answer also. The question is: Is there a way to animate character made of volume and keep its volume noise parameter in a right place? As far as I know the volume noise is based on position, so animating it we are moving character, but noise is stable in its position. We could scatter points inside a volume in the base position and write it down using the attribute, then we could create volume out of particles and use our noise attribute to be read out of points. Is it possible, or I'm just making an unnecessary noise ;-) Best Regards, Tom
  5. Hey guys, I'm trying to drive a animation with noise and I need the numbers to be intergers from 1-4, tried in vops to fit range and clamp but I can't figure out, I get floats animating but cant make them round numbers. Also, there's any possibility to keep the smooth animation of colors (this will drive polygon subdivisions) with intergers somehow? Hip attached, thanks in advance! Cheers! noiseint.hipnc
  6. Hey,Idont quite know how the noise settings on the uniform volume shader work. I used the volume extrude to create a box and added the shader. I thought the noise settings would affect the density of the shader. There isnt happenning anything when I try.
  7. Hi! I'd like to share a Seamless Noise VOP asset that can generate seamless 2D Perlin, Worley and Voronoi noise. It works in any VOP context, e.g. COPs to generate textures or in SOPs to generate displacement. You can download it here: http://techie.se/?p=gallery&type=houdini_assets&item_nr=2.
  8. As the title suggests. Im trying to achieve a diverging noise pattern in a cone shaped volume for a project I am working on. As far as I know, this effect is not possible but I have been proven wrong before. Can the example images I added be accomplished? Points or volumes, it doesnt matter, as long as I am able to have the noise diverge in the direction of the cone width. Any help would be appreciated. Thanks in advance.
  9. So this might be a question of mantra settings in general but I am having problems getting rid of indirect reflection noise, it seems like no matter how high my settings this pass is coming out extremely noisy and it is showing up in the final render. I have read through all the docs regarding noise and read through the forums but since mantra changes with every release I don't know what information is still relevant. For instance I read the practical upper limit for pixel samples was 6x6 unless you have heavy DOF or motion blur. I have no idea what extreme settings would be for anything else though like sampling quality on lights or min/max pixel samples. The docs say in some cases you have to increase min ray samples for indirect reflection/refraction noise, but I read elsewhere not to increase that. What is the workflow there, when should this be increased? And how does that affect reflection/refraction quality, which seems to be a global multiplier? Also on the noise removal docs it says as an example 100 max indirect ray samples to achieve a clean image, is that referring to "enable indirect sample limits" rendering parameter on a shader? Is there not a more global way to set that or is that what sampling quality on each light is doing? However increasing that per light doesn't seem to make any difference. I should mention I come from a vray background so that is the workflow I am used to, if anyone can draw any parallels. Also this actual scene doesn't really matter, these are more general questions about newer mantra settings and when to tweak what Quick info about my scene- Still image, no DOF or motion blur, no environment light, just 3 area lights with sampling quality of 9 I do have some fine displacement which might be part of the issue, set shading quality to 3 on that object. Here are my render settings (refl and refr limit at 5, no diffuse bounces, color limit 5). Everything else is default Indirect reflection pass- Here is the comp zoomed in a bit, you can see there is visible noise on the black spheres and the displacement, there is also some square artifacting happening, my guess is the displacement is just too fine for mantra to dice properly resulting in a moire pattern type of effect but that wouldn't explain the square artifacting (that is in the raw exr, is not jpg artifacting) Any help on this would be greatly appreciated
  10. Looking the way to make this beauty I did some setup, but unfortunately, I'm loosing something important because I can't make the same or close shape, I mean thin and long. My setup is working for shapes like corals - massive, expandable, cone.... Thanks for any advice, the scene is below. grow_v001.hip
  11. So this is more of a general inquiry of some good workflows rather than a specific question but I am trying to make detailed grunge maps essentially in houdini and I was wondering what some advanced workflows for generating complex procedural noise and general patterns might be. Basically I am trying to recreate some of the things people have been making in, for instance, substance designer, while staying in Houdini. A couple examples- some of the grunge maps from substance. I'm sure a lot of them are texture based which I would like to try and avoid but not at all costs https://share.allegorithmic.com/libraries?by_category_id=15 making something along the lines of the popcorn noise this from Mari (like the sparse cracking patterns)- https://vimeo.com/103744817 or this where they talk about the multiFBM features, towards the end when they start to get really complex- https://vimeo.com/72116387 Then not necessarily for grunge maps but some of the colorful abstract stuff lee griggs has been doing with those xgen renders. Not necessarily how he did the effect but moreso how he generated the color patterns they were based on http://www.leegriggs.com/xgen-rendered-with-arnold-for-maya Then the gobstopper-like layered noise happening here- https://vimeo.com/163668854 I know you can do things like distort the position coordinates of a noise with another noise, and you can create an FBM type swirly look by pumping noise into the translate of a transform matrix and then piping that into another noise, and then you have things like multi-fractals in a for loop and unified noise with built in fBm but that all still looks very CG to me and still falls shot of mimicking real texture maps, which require UVs and can have noticable tiling and repetition etc. So there is that, and then a lot of stylized procedural patterns interest me so just looking for some good workflows to accomplish some of these interesting effects. Thanks
  12. Hi, any help with this would be awesome. I can randomly emit particles over time with an expression. I can adjust the frequency and offset the values, but is there a way to control or limit how long each random emission lasts? Imagine a sputtering hose, but each stream that shoots out - can only shoot out for 5-10 frames. Much longer than that and it all joins together to form a solid looking stream. I need random blasts, that are limited to 5-10 frames each. Thanks! Andy
  13. I am having trouble getting noise working with my pyro sim in Houdini 15 with the new pyro 3 shader. I might be doing in wrong. I have enabled rest field in both my pyro solver and in my pyro object node. After enabling noise to my Fire Intensity Field, I get no noise even when I have dual rest fields. I have tried this for the Fire Temperature field as well. I have attached my renders with and without noise, my settings, as well as my hip file. M y goal is to get some more small color variations in my explosion post-sim. volumeNoiseHelp.hip
  14. Hello, I'm trying to displace the surface of a VDB along it's Gradient/Normal, to expand the functionality of the Orbolt Rock Generator. I followed the way it is shown at the end of this masterclass "Working with Noise". Any scaling parameters don't seem to have any affect in H15. The setup in this tutorial seems broken to me. I need this to work with a Unified Noise set to Alligator. In all attempts of me trying to recreate the approach from the masterclass, the Unified Noise only seems to displace into a world vector direction set by the "Final Amplitude" and not along the Gradient/Normal. Any help appreciated, Magnus ShapingNoise_Volumes_003_ODFORCE.hipnc
  15. Hey, could someone help me building this curve in chop ? I need a curve, a noisy curve with a positive slope. I managed to do that with a pulse (set up to get a positive slope) and adding a noise to it. But the final curve I need has to be like this : (never going down)
  16. I've searched the previous threads already, and read on most methods, but is there a solid way to get the noise property of the cloud noise to lock onto deforming geo ?
  17. Hi guys, First time posting in here. I am a beginnner to intermediate Houdini user who is just recently diving into it deeply and just have a simple question about Uniform Noise at the Material level. Currently, I am going through a tutorial that is done in Houdini 13, I believe, on creating textures. They put down a uniform noise node in the Material VOP network and use a slider for "Exponent" to adjust what seems to be the contrast of the noise. I am using Houdini 15 and since things have changed so drastically since then there is no longer an exponent slider. I tried playing with the options that are there and messing with the fit rang (unclamped) node but nothing seems to get the same effect as in the tutorial which is one I would like to use for an idea in the future for padding. Is there something that replaced the exponent slider that I may be missing? Thanks in advance for any replies and help.
  18. Hi, I've been trying to figure out a way to get patterns that look like these for a shader. Anyone have any tips or have achieved this before? Or if you have a way to do it in geometry, that will work too. Thanks
  19. Hi guys. I'm doing some tests using shader light emission based on Niels Prayer SciFi Fractal tutorial. But when I pull the values up and use just shader light emission with no other lights I see a lot of noise. I can increase the pixel samples but it increases a lot the render time. I would like to know if its possible to just increase emission light samples to keep pixel samples moderate. Thanks Myke
  20. Hey everyone, I've been playing around with VOP networks with a little bit of VEX here and there and I wanted to give myself a challenge (not that it isn't already a huge challenge) while I learn these new techniques. I'd like to eventually create something that grows and animates into something like this image. I know there are potentially a lot of steps involved in creating an effect like this, so any guidance would help a lot. I'll be posting my hips along the way. I don't have a lot of experience with generative art, but I think the best way to begin would be to create a similar image with only texture so I can wrap my head around some of these noise concepts. Here are some of my initial thoughts on the process: I like the overall smokey/wispy movement to the piece mixed with the finer more viscous noises scattered throughout. I'm thinking maybe a particle driven growth will work? Like the particles will create the wispy flow as splines grow and follow. A finer noise will be layered on to get the sticky feeling I also like the depth to the piece, it looks like an alien mountain range. Maybe it would be nice to influence the growth with a painted attribute? A spline thickness or spline spacing falloff in the y direction would be nice too so i can get those peaks and valleys. Maybe the peaks and valleys can be created with a noise that forms in the negative space and the growth happens outside of that. Having a color ramp on the y axis would allow me to color the points based on their heights That's it for now. I'll try to post some starting hips as soon as possible.
  21. Here's some experimenting with voronoi patterns and stuff... The goal is to create a setup to procedurally generate a labyrinth layout, as well as geometry: stone walls and some sort of overgrowth. It could be a way to create filler content for a dungeon-crawler indie-game, when labor for content creation is limited.
  22. Hello, Not sure you ever stumbled on this work of mine but I wanted to post this anyway. This work didn't make it into the movie the way you see it in the video and although its been inspiring and helpful for other artists to accomplish the director vision it's pretty much remained a solely piece of home work And so I'm sharing a hip/bgeo file of what I did in my spare time before I took it further at work. With the hope there will be something useful in there for anybody here willing to give it a try. After all, sharing is caring! https://vimeo.com/106126363 Alessandro
  23. Hi, I'm trying to make a plastic bag that's falling. The first time I tried a while ago it worked by just having an initial force to disturb it a little bit, but now I can't seem to achieve the same effect. I've tried with a wind force with high frequency as well, but it still falls like a paper and keeps it's original shape instead of having a nice flow like a paper bag would. How should I approach this? Should I try working with a velocity field? Is my model causing a problem? Thanks in advance! bag.hipnc
  24. Hi, so I am new in Houdini and I am trying to deliver my shot now haha. I have a FLIP setup with a custom emitter, and I am trying to animate the emission with expressions and (animated) custom attributes coming from the geo emitter... So my questions are: 1) how can I use a noise() expression in the y scale of my emitter only? Coming from Maya, I was using noise(time) all the time but can only use rand($F) in houdini right now 2) can a POP source use a custom attribute coming from the geo of the emitter, created with Attribute Create? I read my local variable on the emitter but can't use it I can't work with VOPs currently, it's a little bit too complicated, as it's my first houdini scene. I've tried but can't make it do what I want. Thank you!
  25. Hey everybody, I've looked all over odforce but nobody seems to be having this problem. I attached a video to show my problem but the title should be very self explanatory. https://www.dropbox.com/s/npwjl49t3p908pv/meshjitter.mov the mesh seems to be very noisy, jittery, and I was wondering if anybody knows how to solve it. The way I'm building it is VDB from particle fluid > VDb smooth sdf > VDB reshape > convert VDB. I've also tried getting rid of the smooth and reshape with no better results. The particle count is pretty high so that doesnt seem to be a problem.