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Noise Direction question


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In an attribute vop, take a 'relative to bounding box' vop and run this through a 'compare' vop set to greater than 0.5. You can plug the result of the 'compare' in to a 'switch' vop with time and negated time as the 2nd and 3rd inputs. Plug that in to the x component of a 'float to vector' vop and plug the result in to the offset of your noise vop. You should see the noise on one half of the sphere moving in positive x and the other half in negative x. 

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rotate_mirror_uv.gif

I love these sorts of challenges. :)

Made some rotating uvs so the noise flows around the shape rather than just slides in a wrangle, then drive noise with those uvs.

float t;
matrix3 m = ident();

v@uv = @P;

// set speed
t= @Time*ch('speed');

// get coords that are centered and mirrored on x
@uv = (0.5-relpointbbox(0,@uv));
@uv.x = abs(@uv.x);

// rotate coords around the y axis
rotate(m, t, {0,1,0});
@uv *= m;

mirror_rotating_noise.hip

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