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Found 1 result

  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!
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