Doum Posted March 11, 2015 Share Posted March 11, 2015 Hello, I want to translate a noise in vop with a custom coordinate system for each point. until now I have a 3x3 matrix per point or a direction vector, is it enough? If yes, How do I do this? any hints are welcome. Thanks Quote Link to comment Share on other sites More sharing options...
edward Posted March 11, 2015 Share Posted March 11, 2015 Sure? Another choice is to use a vector4 attribute as a quaternion (or vector3 axis/angle representation). So you displace in some "local space" and then rotate it before adding to the old position. Quote Link to comment Share on other sites More sharing options...
Doum Posted March 11, 2015 Author Share Posted March 11, 2015 Thanks edward I'll try that that, and I suppose your doing these transformation on the P that you plug in the turbulence, not the offset right? Quote Link to comment Share on other sites More sharing options...
Doum Posted March 11, 2015 Author Share Posted March 11, 2015 it working it was easier than I though I cannot upload screenshot, but here the recipe. float to vector which X is multiply by time = animated offset animated offset * custom vectorFlow per point, normalize this vector and multipy it by the length of the animated offset vector and add this to the P plug that into Pos of the noise et voila! Thanks 1 Quote Link to comment Share on other sites More sharing options...
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