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Found 95 results

  1. Shading with noise & ramp

    Hey there!! Can anyone tell me that when we apply noise(anti-aliased) to the geometry material, then what is the role of black and white over there ? I think white area is that where we apply our noise and black area where nothing is happening with the noise. Am i correct ? For example: Let's say we created a metallic box and after creating noise & connecting that to the metallic section of "principal shader", then white area of noise will be metallic or black area ? Thanks...
  2. Scatter Jittering

    Hello, I'm han. I have a question. I did Sphere -> Mountain(noise animated) -> Scatter & Sphere -> Mountain(noise animated) =Points and Sphere Merge (*so I want to sphere moving and scatter points are also moving) but Scatter points are jittering(not stick to sphere). How can I fix it? Roughness down, Octaves down -> Little bit comfort movement but, is that solution to not jittering(not change roughness or octaves) ? Thanks!!
  3. Hello, I have scattered spheres inside a tube and I want to use a noise to trigger them inflating and deflating. I followed this tutorial but I couldn't get it to work. Is there a different method on how to achieve this? Thanks! tube.hip
  4. Houdini.School | Noise

    Houdini.School | Noise My biggest teaching venture yet. Take your Houdini Noise making skills to a new level with my 3 session class coming December 21st, 2021. Overview video about the class can be viewed through this link. https://bit.ly/houdininoise
  5. SSS Noise Redshift

    Hi all, I am trying to render a SSS surface using a standard RS Material shader. I get some noisy patches that I cannot remove for some reason. Things I tried: Increase max samples Increase SSS samples Reduce error threshold Increase sampling on individual lights Any suggestion as to why this noise is appearing & what setting can reduce it? Thanks
  6. Hey magicians, I'm burning my head trying to figure out the process to do this conversion: I asume VEX is a must? any thoughts would be helpful Thanks!
  7. I am new to redshift. I am using version 2.6.41. If I render the scene with just a sphere and donut, it renders out fine. Despite using a number of samples, I am getting noise on the ground when I have the organic blue volume. Here is the .obj file which is used in the scene. https://www101.zippyshare.com/v/THie8eoD/file.html Here's the hip file. RS_RENDER QUERY.hip What should I do to reduce noise? The render time is quite high too at 8 minutes. I rendered similar geometry (the blue organic geometry is same, only the sphere and torus are different) in Keyshot but the render time is very less. I tried with 100 samples, 200 samples and 500 samples.
  8. Masking Volume Noise?

    hey folks. I've been following this amazing tutorial by Tim J but wanted to learn how to add attribute paint or another noise to use as a mask so only certain areas are effected by the volumetric noise I'm quite new to Houdini and have no idea! thanks in advance.
  9. Curveu Noise

    i have a curve that is deforming and the topology is changing. So i cant use rest attribute if i use a noise function it is point dependent and so gradually the curveu noise changes on my curve. How can i add a noise to the curveu attribute independent of the points? I want it to be static, somehow based on the curveu attribute so that it sticks on my curve no matter the deformation. I can do this manually with a ramp parameter of course but i want it to be procedural with a seed value. Essentially i want to do exactly what the ramp parameter does - remapping the curveu attribute - but using a noise Any tips?
  10. Hello, I am scattering points onto a grid and I am using a noise to displace it, but I only want to move the points vertically. How would I achieve that?
  11. just wanna get noise offset along a simple spiral curve,yes,at the beginning,noise moving looks not too bad,but the swimming effect becomes more and more obvious and also the the noise dense,becomes denser over times, confused with this problem,any helps? ,thx in advancenoise_offset_along_curve_od1.hip
  12. Is there a node in COPS to warp textures based on an input? noise, another image etc
  13. I'm following this tutorial by Entagma, which involves using an attribute noise set to periodic flow to create a tiling pattern. The settings he uses are shown at 5:20 in the video, and the resulting geo can be seen at 11:25. However, Houdini 18.5 no longer includes periodic flow noise. I've noticed that it is included in the mountain SOP now, but even when I match his settings exactly, my results look bizarre and inorganic: In the documentation for the mountain node, this is the image associated with Periodic Flow Noise, but I can't get mine to look anything like that. https://www.sidefx.com/docs/houdini/nodes/sop/mountain.html (and here's the web page that includes a little description). Does anyone know what I could be doing wrong? How can I make my noise look more like that from the Entagma video or the documentation? Thanks very much in advance!
  14. Hello, For all my time in Houdini I have never shaded a lot. I however have played with pointVop quite bit, so I was surprised when I tried to make a noisy shader and I kept following the camera ? Let me explain what the scene is : - a grid, that has a principledshader - a rotating null, parenting a camera - 3 lights In the shader, I take the position of a Global Variable, plug it into a noise, and in the basecolor of the principledshader. Why is that, that when I render different frames (so the camera has moved), the noise stays the same. I can see the lights are not coming from the same angle, which is normal since the camera moved, but the noise is pixel for pixel displaying the same way. I fixed it by pluging a restpost between the Global Variable and the input of my noise, but I can't wrap my head around why I have to do this in the first place ? Normaly everything makes sense in Houdini but this doesn't. As I said I know my ways around Point Vops, so should I expect other different behaviors in the shader context ? shader_must_rest.hiplc
  15. How to make paint/shell like surface?

    Guys, any idea how to approach this kind of effect ?
  16. Instances following curl noise?

    Hey magicians, Anybody got a clue on how to achieve something like this? first thought is some flip with curl and instance geo, but did some tests with no luck. 4WEj4HDysF.mp4 Thanks!
  17. Hi all, First post on here on Odforce, hope someone can help me out. I've been using noises in the material network before to pipe them into parameters however; I got an unexpected result today. I've included a screenshot of the graph (just simple aaflownoise -> fit(noise,-0.5,0.5,0.25,0.35); -> roughness parameter) but got an extremely long and grainy render that was also a lot too light (the lightest frame I included). The other two frames are with roughness just set to 0.3 on the principled shader itself (The darker one has all other settings in the project exactly the same, the lighter one I bumped up the env light a bit). Feel like I'm missing something here. What's going on? Thanks in advance!
  18. forces on particles with goal

    Hello! I am still very much getting acquainted with Houdini, but every time I need to use it I have a very specific purpose. This one has me stumped for now, but I am sure that someone versed in Houdini dynamics will resolve it very quickly! What I want to do is: fill a volume with spheres, make said spheres bounce off of each other on contact (like snooker balls), but also try and accommodate themselves onto the original shape (created by the volume). I have tried this with grains, but didn´t get too far. I am betting on doing it with particles: This path seems a lot more promising! I can get the ball´s pscale and id attributes, which will be a boon later on, when I need to swap the balls for different emojis (yes, it´s for a TV ad!). What I need to do: duplicate the current particle so I can use it as a "goal shape", with the same ids. This I can do. add an initial offset to the particles from the surface, ideally from the normals of the original geometry (or a smoothed copy). I can somewhat get it by tweaking the iso offset of the vdbtospheres node, but I worry that the IDs will be messed up. Ideally, I would add an offset to them, but not add any velocity. add a small amount of turbulence to the particles. This will eventually be animated to 0. make them collide with each other, based on their sphere geometry. The eventual geometry is basically spheres as well. make them try and reach their goal, and eventually settle down (a slider for this would be great!) Seems very achievable, but I need some light on how to make these connections! After that, I still will need to swap the spheres for 4 different groups of geometries, but I believe that I can glean information from tokeru.com (Emit_packed_prims_into_RBD_sim), and make it happen. Any help with this will be GREATLY appreciated! This is the scene file: C03_008_DVA.hip (if anyone is interested in taking a look at it!) cheers, Diego
  19. Noise type value visualization

    Hopefully this is helpful to others. Small snippet to visualize the different noise's. I have not put them all in, but if you feel inclined please add more and reply-post. You will need to create the menu (as this does not seem possible in VEX and has to be done via the parameter interface? and a 100x100 grid as input. // // Houdini Noise visulization - Curtis // int NoiseMenu = ch("NoiseMenu"); // Create a Ordered Menu "NoiseMenu", In the "Pram Interface", //Token, Lable ... // 0 vnoise // 1 wnoise // 3 flownoise // 4 curlnoise // 5 xnoise // 6 random // 7 alligator float frequency = ch("frequency"); float rough = ch("roughness"); float atten = ch("attenuation"); float jitter = ch("jitter"); int turbulence = ch("turbulence"); int flow = ch("flow"); int seed = ch("seed"); //Noise data vector vp0, vp1; float output1=0; float output2=0; //No Case stament in VEX ... elseif it is.. if ( NoiseMenu == 0 ){ //vnoise VEX function //Generates Voronoi (cellular) noise. vnoise(@P, set(jitter, jitter, jitter), seed, output1, output2, vp0, vp1); } else if ( NoiseMenu == 1){ //wnoise VEX function //Generates Worley (cellular) noise. wnoise(@P, @P.z*frequency, output1, output2); //general noise } else if ( NoiseMenu == 2){ //snoise VEX function //functions are similar to wnoise. output1 = snoise(@P, turbulence, rough, atten); } else if ( NoiseMenu == 3){ //flownoise VEX function (soft) //Generates 1D and 3D Perlin Flow Noise from 3D and 4D data. output1 = flownoise(@P*frequency, flow); } else if ( NoiseMenu == 4){ //curlnoise VEX function //Computes divergence free noise based on Perlin noise. output1 = curlnoise(@P*frequency); } else if ( NoiseMenu == 5){ //xnoise VEX function //Simplex noise is very close to Perlin noise output1 = xnoise(@P*frequency); } else if ( NoiseMenu == 6){ //random VEX function //Generate a random number based on the position in 1-4D space. output1 = random(@P*frequency); } else if ( NoiseMenu == 7){ //anoise VEX function //Generates "alligator" noise. output1 = anoise(@P*frequency,turbulence, rough, atten); } //Output to 100x100 grid as colour @Cd = output1;
  20. periodic Noise Zoetrope

    hey guys, do you ave an idea how to achieve this effect ? https://www.wired.com/wp-content/uploads/2014/06/ezgif-save.gif it's a zoetrope with noise basically it's a rotating sphere that spins really fast, which placed under a stroboscopic light looks like it's animated; i wanted to recreate the exact physical setup, not just an effect overtime i created an attribute vop with a unified noise set to periodic so it loops, but i couldn't figure out the offset per rotation just yet this guide is quite useful to understand the principle,... https://www.instructables.com/id/Blooming-Zoetrope-Sculptures/
  21. Help create noise patterns

    Hi everyone. I want the effect like the reference video I attached. 1. Creating a noise pattern 2. Using the displacement, like a certain part stone ... This is how I tried it. I want to give more detail. (Range, noise, etc.) And how do I make that effect a "solver"? Help. Thank you. https://www.artstation.com/artwork/rRPNEE noise_test.hipnc
  22. Why does the attribute noise on velocity cause the whole simulation to go in one specific direction? and I'm not even able to change the direction, it's always the same. Here are screen shots with the attribnoise enabled, then disabled and the pyro solver settings. How do I tell that attrib noise not to go in that direction? I've changed its settings but it doesn't change direction. Even if I change the source geometry behind the smoke, even if I rotate the source, the direction stays the same.
  23. Hi, I'm trying to add noise to this curve falloff animation. Currently it's just going straight to the bottom. I want to add a little bit of noise to it. I have used resample node to generate curveu attribute. Can anyone please help me? I've attached the scene file. curveu_noise.hip
  24. Hi, reformulating my question from my previous post: If I have a VOP net animating the positions of a plant mesh with a noise, how do i blend back to a rest position at the end of my frame range so that the animation loops? I've tried the blend shapes node with a time shifted version of the noise but i don't get any transformation.
  25. Use noise vop for simple river Hi everyone, I am trying to use noise deform for river Inspired by gameDev's flow map Use surface velocity direction multiple time then plug into the offset of noise Looks great in begin But In the end, it will change freq of noise freq is getting high and higher I don’t know why? any advice thanks~ video hip
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