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Found 4 results

  1. I need a simple noise that loops over the course of five (or however many) seconds, moving the @P.x of the points on a line back and forth, and so I'm using pnoise. I would like to give it precise min and max values (I want things to be able to bump against each other but not intersect), which would be easy enough with a fit, but I haven't been able to find it's precise output values in any reference. Over the course of 120 frames the output appears to be 0.5-centric and it goes between 0.22398 and 0.800649, so it doesn't appear to be an even +/- any obvious value like 1 or 0.5. How can I find the actual minimum and maximum outputs for pnoise so I can make sure it hits zero (or 1) at its extremes? I've tried periodic noise in a point VOP but that seems very unwieldy. I know Unified noise can loop and is always 0 - 1, but it has a whole lot more to it than I need to deal with. (Plus I just want to know how to do these things in VEX). The only output value reference I've been able to find is that aanoise is -0.5 to 0.5 and unified noise is 0 - 1. If it makes any difference, here's what's tucked in my point wrangle (reference parameters on an outer master null): int offset = prim(0,"id",0); float roughness = ch("../MASTER/roughness",0); float frequency = ch("../MASTER/frequency",0); int period = ch("../MASTER/period",0); float noisemult = ch("../MASTER/outerNoiseMult"); float noiseval = pnoise((@Time*frequency)+offset, @P.z*roughness, frequency*period, 0); @P.x += (noiseval * noisemult)-(noisemult/2); //the noisemult/2 is to get them back to 0-centric Thanks!
  2. I'm not working in a studio setting anymore, so I've been doing random little houdini experiments to challenge myself, and keep learning new techniques. It's been a lot of fun. https://www.instagram.com/rycofx/ Hey does anyone know a better way to present these than instagram, or have a suggestion for a good GIF converter for linux?
  3. Hello, Houdini student beginner here and I can't figure out the following problem: I have made this system that should allow vines to grow along the surface of a wall. I wanted that when the particle dies that it replicates itself and when that dies that it replicates again . But it only replicates once (Frame=121).When it dies it doesn't replicate again. I've been trying all day and I can't find a solution anywhere.. As far as I saw/read the POP replicate should constantly replicate(correct me if I am wrong) I've attached my test scene. Thanks! Replicate_Particles_01.hipnc
  4. Hey, I was wondering if there is a better way to approach creating a looping flipbook fire? Peter Quint has a great tutorial on using time shift to create a loop but it looks like it's cross fading. Could something be done at the comp level, ie: rendering out 'x' number of frames, finding similar frames? Or is there something you can do with the volume data to make it look the same at a user defined frame. Thanks
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