kursad Posted January 3, 2011 Share Posted January 3, 2011 Hi For a test I am trying to randomize point positons of an object inside CHOPS. I am using the Geometry CHOPS to bring the object into(with default variables and scopes) the CHOPS. I then plug that into the noise operator. In the noise operator I put "$C" or "$I" into the seed channel to generate different seed per point. But it does not seem to work at all. I can add noise if I free the Noise operator from the Geometry operator and use a Math node, but that naturally applies the same noise value to all points at all frames. I also loose the noise operator`s ability to generate noise if I choose the "animated" option in the Geometry CHOPS. thanks Quote Link to comment Share on other sites More sharing options...
Macha Posted January 3, 2011 Share Posted January 3, 2011 Does this help in any way? If you wanted that to stick to the surface I guess using a channel with point id might do the trick. noise.hipnc Quote Link to comment Share on other sites More sharing options...
kursad Posted January 4, 2011 Author Share Posted January 4, 2011 Does this help in any way? If you wanted that to stick to the surface I guess using a channel with point id might do the trick. Hi Thanks for the file Macha, yes that is kind of what I am after. The weird thing is that I thought that this was what I also have dine and it was not working. I might have chosen a different noise field. My file is not in front of me now, I will compare them when I get a chance. Btw how come the "animated" channel in the Geometry CHOPS breakes this rig? Quote Link to comment Share on other sites More sharing options...
anim Posted January 4, 2011 Share Posted January 4, 2011 (edited) ... Btw how come the "animated" channel in the Geometry CHOPS breakes this rig? you will need to create the same channels on Noise CHOP as coming from you geometry so if you have animated geometry there will be tx0, tx1, tx2, ..., txN ty0, ty1, ty2, ..., tyN, tz0, tz1, tz2, ..., tzN where N is the maximum point number but as input for Noise CHOP use either static geometry or none so to create the same channels in Noise CHOP you'll need to put something like this in channel name (for 100 points) t[xyz][0-99] or of course to be procedural t[xyz][0-`npoints("../../torus1")-1`] then you can add those channels to channels from animated geometry with Math CHOP Edited January 4, 2011 by anim Quote Link to comment Share on other sites More sharing options...
kursad Posted January 4, 2011 Author Share Posted January 4, 2011 (edited) so to create the same channels in Noise CHOP you'll need to put something like this in channel name (for 100 points) t[xyz][0-99] or of course to be procedural t[xyz][0-`npoints("../../torus1")-1`] then you can add those channels to channels from animated geometry with Math CHOP anim, Thanks for this gem. I was not aware of the channel naming convention in that respect. Edited January 4, 2011 by kursad Quote Link to comment Share on other sites More sharing options...
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