thanaras Posted January 4, 2011 Share Posted January 4, 2011 Hello and Happy New Year, I am having an animated geometry in which I want to apply some noise (for example worley). The problem though, is that as the geometry moves in space the shapes created are changing because the geometry is moving along the noise pattern. Is there any way to apply the noise and then somehow lock it? Thanks Quote Link to comment Share on other sites More sharing options...
anim Posted January 4, 2011 Share Posted January 4, 2011 create rest attribute with Rest SOP on your geometry before animating then base your noise on rest attribute instead of P or you can base it on uv as well it depends on what you are doing if your geometry is animated already (like geometry sequence, maybe from other soft) then you can use Timeshift SOP to freeze geometry on one frame and use that as second input in Rest SOP or you can also copy it with Attribute Copy from static geo 2 Quote Link to comment Share on other sites More sharing options...
thanaras Posted January 4, 2011 Author Share Posted January 4, 2011 create rest attribute with Rest SOP on your geometry before animating then base your noise on rest attribute instead of P or you can base it on uv as well it depends on what you are doing if your geometry is animated already (like geometry sequence, maybe from other soft) then you can use Timeshift SOP to freeze geometry on one frame and use that as second input in Rest SOP or you can also copy it with Attribute Copy from static geo sweet! thanks anim(?)! Quote Link to comment Share on other sites More sharing options...
NNois Posted November 20, 2017 Share Posted November 20, 2017 (edited) Hello, I'm trying to get the same thing but working with deforming geometries. Rest SOP has the rest normal too but how exactly I can use this rnml attribute to orient the noise ? Edited November 20, 2017 by NNois Quote Link to comment Share on other sites More sharing options...
NNois Posted November 20, 2017 Share Posted November 20, 2017 Ok I was able to auto-solve this by creating an orient attribute and a rest orient attribute to maintain the original noise flow. The orient attribute is created from a polyframe with N and up followed in a wrangle matrix3 m = maketransform(@N,@up); vector4 q = quaternion(m); p@orient = q; p@rorient = q; v@rest = @P; 4 Quote Link to comment Share on other sites More sharing options...
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