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Showing results for tags 'distort'.
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Hello !. Is there a way to use a curve to distort a heightfield so that the noise will follow the flow of a path ?. I'm looking for a way to have heightfiled noise to follow the curvature of a path to try a fake churned up mud from footprints
Hey guys, I need to create an effect like those in the reference images. I've started with a pyro sim with a high velocity on one axis to push it in that direct and then I'm adding noise to it as it slows down. I'm then adverting particles through the vel field however I am struggling to get the pro sim to expand like a cone shape like those in the images If anyone has any suggestions that would b fab Cheers
Hey guys, i tried the whole night but i decided to ask you if somebody tried this before. I also looked at the "Velocity Blur" but it seems to be broken since ages and it obviously does not what it's supposed to do... i have a color plane and a disparity plane containing the vector along which i want to shift my pixels. 1st question: do i need a VOP COP2 generator or filter to do that kind of image distortion? 2nd question: how do i write to a specific pixels during a FOR-LOOP? is that even possible? this issue also applies to everyone that would try to do a proper velocity blur, but it is not as complex yet since i don't need to draw a line, but just need to move one pixel to another position (for now) Please tell me that this is doable in COPs.... BTW: i don't care about performance for now! thx in advance Oli