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Found 52 results

  1. COLORED NOISE GROW

    I am new to houdini and wanted to ask how Tim van Helsdingen grow this color from minute 9:50 ? The Youtube link :
  2. VOP NOISE NOT WORKING

    Hello dear forum, can someone explain why my vop noise in the end created nothing? Thanks in advance Ground_Study.hip
  3. I'm trying to create a mist effect using volume raterized particles, getting some nice enough results but would like to add some shader noise for more detail as it's still a bit soft. Currently trying two methods; Dual rest, though I'm slightly confused as to how to set this up for particles and then use it in the shader, and ther other method - building a velocity volume from the particles and using the vel field to drive the noise position, but this also appears to be a chaotic mess when rendered. Can anyone give me some advice with this?mist_v01.hip ta
  4. I'm accustomed to adding additional detail to smoke using the Pyro Shader by creating dual rest attributes and using those to generate Noise with the shader. It seems though when I adjust the Scale Time on the DOP Network node, something becomes off. In my attached video, you can see that the Noise of the Pyro Shader is causing a popping every 30 frames. I'm not sure how to resolve this issue and any tips would be much appreciated. Thank you. smokeTest_001.mov SOLVED: simply use the pyro solver's time scale instead of the DOP's
  5. Noise in particles

    I sim a particle system, I want to put some nois after sim but Cd color is not baked at the particles, how can I baked it ? does Anybudy have clue ?
  6. Hi, I came across the Visualize Noise Scale option in the Voronoi Fracture and realized this would be the perfect approach to texture a project I'm currently working on. What I'm after is a way to use a gradient or uv map so the inside fractures are textured like layers of peel. To illustrate this, see the attached image which is what the Visualize Noise Scale gradient looks like. How would apply a texture and UV map the pieces in a similar way? There is an outer color (blue) and the inner color (red) as part of the Visualize gradient, so there must be a way to map the fracture pieces using similar coordinates via UV or expression. Any help would be greatly appreciated. Thanks!
  7. Simple Noiser

    Heyya! Over the past couple of days I've been building and extending this, at it's core very simple, Noise generator tool. It's called, incredibly intuitively: Noiser. I've gotten quite sick of always doing the same simple Noise-VOP over and over again so I built this nifty tool that saves me a small but accumulating amount of time (and energy) every time I need some noise. I'm really fond of it and it rarely takes me more than a couple of minutes into any project that I drop it down. Here's a quick video demonstration: https://vimeo.com/271007816 and a simple demo screen of the defaults: And that's the relatively simple setup. I hope someone else will find it as useful as I do! Cheers, Martin PS: I just found a volume-noise tool in my OTLs-folder, so I thought I'd just share this as well. Practically the same thing working for both SDFs and Volumes (VDB & Primitive). noiser.hda vol_noise.hda
  8. Noise in mat custom shader

    Hey guys, I'm struggling to understand some things in mat-level custom shading. Reading the manual and watching the masterclass didn't really help. I'm trying to use noise VOPs to drive the color (or displacement ...). But for example plugging a unified noise to basecolor yields no result (as most other noise VOPs, except bump noise). What am I getting wrong? Why do some nodes work, even though I'm plugging a float output in a vector input, and others don't? Thanks in advance. Cheers, Yulyan
  9. Hi, sorry for the basic question but I am just switching from maya to houdini and am still asking the very basic questions. I wondered if someone would mind explaining to me the most simple way to add noise to a float value with an expression (which also returns a float), preferably in a way where you can see a representation of the noise? For example like how in maya you can add a noise expression to a float parameter, for example: noise(time); And then you could view the result in the graph editor like so: Is there a houdini equivalent which is quick and simple enough for me to understand? Thanks a lot!
  10. Hey guys ! I 'm searching a way to get an attribute that never decrease, in function of a noise. I want it to increase or stay at the max past value of the noise. This picture illustrates the value I want my attribute to have over time. I tried to calculate the last frame value and to clamp my actual value to the previous one or to take the highest value between the actual and the previous one. It works, it always takes the higher values between the two. But at the next frame, it doesn't prevent the two values from decreasing because of the noise value decreasing. So it doesn't work. I also tried to do an array with my firstframe and add the value of noise(@Time) to this array at every frame and then use the max() function of the array. But it adds the elements of all the frame range and gives them the value of current frame noise (that is logical). Do you know how I can create a list that adds the value of noise(@Time) at each frame ? Do you have any idea of how I could get an attribute never decreasing depending on a noise over time ? Thank you for your help ! (don't hesitate to ask if I am not clear)
  11. Hello all, I'm modeling some tentacle creature and ran into a problem. I don't know how to stamp attribute into the VOP sop and use it to drive turbulent noise to randomise shapes for every copied tentacle. Then i want to copy that tactically geometry again and randomise tentacle shape and/or animation. I have tried to just bind stamp("../../copy" , "id", 0) into the vop and connect it to Offset of the Noise, but for some reason, Houdini just stuck in the loop. Please see .hip below. I feel like it is something obvious, but I cant see it. Please advice StampinVop.hip
  12. Noise difference in H16.5 and H16

    Hi guys. I moved a project from H16 to H16.5 which already had specific looks designed with mountain SOPs in H16. In H16.5, the same settings yield a totally diffrent noise as much as I am not using the new noise types! Any workaround to achieve the old displacement from H16 but in H16.5?
  13. Noise difference in H16.5 and H16

    Hi guys. I moved a project from H16 to H16.5 which already had specific looks designed with mountain SOPs in H16. In H16.5, the same settings yield a totally diffrent noise as much as I am not using the new noise types! Any workaround to achieve the old displacement from H16 but in H16.5?
  14. Noise as Texture?

    Hi, Is there a simple way to use noise as a texture for the principled shader? It's looking for a string file path. In Maya, you can create a noise texture, which creates a texture and placement node. You can connect it to the color of the material. How would you do this in houdini?
  15. apply noise to flip fluid source

    Hey! I'm trying to replicate some sort of noise on my flip fluid emission volume in a volume I can use a volume VOP to multiply the density and create some interesting shapes that change over time, but when I emit flip fluid I have this fluid source and I couldn't find a way of eroding it to get a much nicer and organic shape. I'm introducing some noise on the emission speed and that works well, and also I'm applying a mountain SOP to the original shape to break the surface, but I still miss some noise on it. Any idea? fluid_source_noise.hipnc
  16. Hey guys, I'm new into vop's and wonder why I dont get any result, when distort the nomals through an turbulent noise node? Is there any tutorial which covers the vop basics? Like what the colors mean and what datas need to flow through nodes to get results? Thank you for your help
  17. 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
  18. 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
  19. 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
  20. Hi, I'm a beginner at Houdini so forgive me if I am not familiar with a lot of things. I have converted some moving geometry (alembic) into a cloud and it is moving quite quickly. I want to be able to alter the animated noise effect on my geometry so that it doesn't use world space noise as it moves too quickly. I understand that this effect works well with slow drifting clouds but my geometry is not moving slowly. If I can't alter the rate at which the noise animates then I would also be interested in removing it entirely. At the moment I am using a cloud node and a cloud noise node. I'm unsure about how to achieve this so any help would be greatly appreciated!
  21. Noise Control using Colour

    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
  22. 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
  23. 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.
  24. Seamless Noise VOP asset

    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.
  25. Divergent noise

    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.
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