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bestxhh

Noise how to convert into line?

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Hi guys.

 

I made a noise like this with VOP.

 

But its animation is on the Cd, and the point cloud is not moving

 

How can I get the point to follow this noise?

 

Or......

 

how I should turn this noise into a line.

 

Thanks

post-12636-0-81054200-1439877144_thumb.p

post-12636-0-64774400-1439877146_thumb.j

Edited by bestxhh
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You could hijack the fluid streamers display for your own purposes. Assign your noise to a velocity field, create some trace points, then create lines with the volume trail node. I was pleased to discover that it's not fancy OGL stuff, they're just curves.

 

Gives you some cool colour modes for free too. :)

 

post-7292-0-95847700-1439902172_thumb.pn

 

flow_lines.hipnc

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That is a nice little setup Mestela. If you set the VolumeTrail Ramp to Grayscale you can follow up that with a Polywire and use the grayscale information on the Wire Radius parameter to thin out the line based upon the trail length (0.05 * $CR).

 

 

post-12295-0-96864200-1439915636_thumb.p

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And if you add a Mountain SOP, with a small height, right before the scatter you can cause the resulting lines to stackup a bit.

post-12295-0-05536000-1439929157_thumb.p

post-12295-0-44342200-1439951205_thumb.j

post-12295-0-23443600-1439951772_thumb.j

Edited by Atom

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Nice. :)

 

Don't forget if you're not too close to the wires, you don't need the polywire node; just add a width parameter, and let mantra render the curves directly.

 

post-7292-0-55628300-1439945152_thumb.jp

 

 

volume_trail_width.hip

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Thanks for mentioning the width attribute for curves, I had forgotten the name of the attribute. When I play this back as an animation the curves seem like they are 'tethered' to fixed points. I assume these are the original points from the scatter.

 

Is there an easy way to set the scatter points in motion so the whole animation seems more lively and less fixed?

post-12295-0-12728100-1439953494_thumb.j

Edited by Atom

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Stick a point vop after the scatter, curl noise driven by P, add it to P. Gets a bit slow, I had to reduce the number of points substantially to make it play in realtime again. Can always turn it back up for final render.

 

post-7292-0-35066400-1439958521_thumb.gi

(click to play)

 

volume_trail_width_warp_points.hip

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