Jump to content

Search the Community

Showing results for tags 'noise'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Lounge/General chat
    • Education
    • Jobs
    • Marketplace
  • Houdini
    • General Houdini Questions
    • Effects
    • Modeling
    • Animation & Rigging
    • Lighting & Rendering
    • Compositing
    • Games
    • Tools (HDA's etc.)
  • Coders Corner
    • HDK : Houdini Development Kit
    • Scripting
    • Shaders
  • Art and Challenges
    • Finished Work
    • Work in Progress
    • VFX Challenge
    • Effects Challenge Archive
  • Systems and Other Applications
    • Other 3d Packages
    • Operating Systems
    • Hardware
    • Pipeline
  • od|force
    • Feedback, Suggestions, Bugs

Found 105 results

  1. Houdini.School | Loops

    "Loops" is my latest Houdini.School class covering process loops like for, for-each, while and do/while loops. I'll illustrate numerous examples that will focus on SOPs, VOPs, VEX, COPs, and LOPs. Learn more about the class and enroll here: https://bit.ly/hsloops
  2. Hey everyone, Is there a technique to prevent self intersection when you apply position noise on a geometry?
  3. Hey guys I've been trying to use Noise in point vop to create something like electricity my point vop doesn't seem to be working, electricity.hip
  4. Dear ODForcers, tank_forSUPASLOMO_048-karma1.mp4 As you can see in the video I posted I am attempting a bullet going through a fish tank in SLOMO. There are many issues with the shot but here I want to ask about the foam around the bullet. It is created using many many particles emitted from around the bullet then replaced by tiny spheres. I am rendering using karma. In single frames it looks QUITE good. My reference is below from Youtube. So the noise is the issue. Denoiser just makes it flat and white. So my question is shall I just crank the hell out of the samples? Or is my issue with refraction ray limit? Or a combo of both? Or do you have a better method for achieving something like the refernce? THANKS 5D
  5. Sharp Edge Waves

    Hi everyone. I was wondering if someone would help me creating something like this image attached. I have tested several ways to created moving waves, but I could't deliver the sharp edges. Thank you
  6. Hello everyone) I try to make cliffs from yotube tutorial, but cant find how can i change noise scale along one axis in houdini 19. In previus versions whas option inside mountain node called scale. Where it is now?) I know what i can use attribute wrangle for some thing like this --------- float val = noise(@P * set(ch("scale"), 1, 1)); @P.y = val; --------- But i whant to use noise attribute noise or mountain and just scale it by vertical axis, for examle. ow can i do it?) I don't wanna use wrangler because i don't know how to control noise same simple as it can be done in attribute noise I try to find answer in google about 2 hours what i do wrong?))
  7. Hi everyone, I have some trees geometry and I need to add to them some high frequancy noise without simulating. The idea is that a big creature is approaching and it causes the branches to shake. How would you achieve that?
  8. I hope someone can help me with this. I have this Noise on certain parts of the image, they seem to be "limited" by the tiles from the mantra processing as you can see by the straight lines, can't find a way to get rid of them. Any ideas? Thanks! High Res didn't help, There are more "dark squares", the last 3 cards has plain colors so it's not the texture.
  9. Straight Angle Noise

    Hello All, I'm working with attribute noise trying to create a line with only 90 degree angles. I'm pretty close but the line still comes to a point in some spots (see attached). Is there a quick way to fix this or adjust it post attribnoise? Thanks PointNoise_v01.hiplc
  10. Hello everyone, New to Houdini I’m facing one problem: How to make a four-corner gradient noise deformation on a dedicated surface ? I want to make an evolutive noise displacement in the center but flat near to the border. Same as heightfield_maskbyobject node but with terrain node or in attribvop (did’nt find how to make four corner gradient ramp) Thanks in advance Br,
  11. 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...
  12. 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!!
  13. 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
  14. 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
  15. 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
  16. 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!
  17. 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.
  18. 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.
  19. 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?
  20. 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?
  21. 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
  22. Is there a node in COPS to warp textures based on an input? noise, another image etc
  23. 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!
  24. 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
  25. How to make paint/shell like surface?

    Guys, any idea how to approach this kind of effect ?
×