Jump to content

some question about noise for a shape


cloudfx

Recommended Posts

Let say if I want a sphere to have some natural shape, I fetch position data of point or voxel to turbulence vop and add that to my global position ,right?

I saw 1 example and he get the vectors which is shooting from center of the sphere to the current positions (basically shoot from inside to outside) and normalized the vector and multiplied to the turbulence value before adding the value to the global position.

I've heard that is to make give turbulence value only for the edges of the sphere but how that actually work out?

post-3325-0-19450300-1349222208_thumb.pn

Edited by cloudfx
Link to comment
Share on other sites

It's usually done to give a directionality to the displacement. If you just add a noise vector to P the surface can move in any direction, but if you take a float noise and multiply it by a normalized vector, the surface will always be displaced in the direction of the vector. Since the vectors used in that example vary gradually you get a much smoother noise than you would if you just added a random vector.

For a simple example throw down a grid and two vopsops. In one vopsop add a vector noise to P, in the other multiply a float noise by the normal and add that to P. This will show you the difference between the two methods.

Link to comment
Share on other sites

It's usually done to give a directionality to the displacement. If you just add a noise vector to P the surface can move in any direction, but if you take a float noise and multiply it by a normalized vector, the surface will always be displaced in the direction of the vector. Since the vectors used in that example vary gradually you get a much smoother noise than you would if you just added a random vector.

For a simple example throw down a grid and two vopsops. In one vopsop add a vector noise to P, in the other multiply a float noise by the normal and add that to P. This will show you the difference between the two methods.

Thanks for the well explanations.

I understand the directionality of turbulence for the points.

Howeber, for volume, what would be main benefit with multiply normalized position data of voxel to turbulence and add to position to get distance and remap(fit) for getting edge smoother

and

just multiply turbulence with position data of voxel and get distance and remap(fit) for getting edge smoother?

I don't see much difference.

whataboutthis_490.png

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...