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SHOP network Uniform Noise question


dtarr77

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Hi guys,

 

First time posting in here.  I am a beginnner to intermediate Houdini user who is just recently diving into it deeply and just have a simple question about Uniform Noise at the Material level. 

 

Currently, I am going through a tutorial that is done in Houdini 13, I believe, on creating textures.  They put down a uniform noise node in the Material VOP network and use a slider for "Exponent" to adjust what seems to be the contrast of the noise.  I am using Houdini 15 and since things have changed so drastically since then there is no longer an exponent slider.  I tried playing with the options that are there and messing with the fit rang (unclamped) node but nothing seems to get the same effect as in the tutorial which is one I would like to use for an idea in the future for padding.  Is there something that replaced the exponent slider that I may be missing?

 

Thanks in advance for any replies and help.

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You can plug in a power into the output of the unified noise, though this will cause everything to become positive (bad if you have a -1 to 1 noise). To counter that you can then take the length of the output noise, power that, multiply that power by the -1 or 1 value of the length, and then multiply that into a normalized vector of the unified noise output.

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  • 4 weeks later...

Hey The Dude,

 

Thanks for replying, sorry for the delayed response. 

 

I am not sure I fully understand your instructions.  I'm still pretty new to how you go about implementing nodes together in VOP's, but I made an attempt and attached images below of the before and after render tests, my node graph going off of your instructions, and also of what I am aiming for that was seen in the tutorial.  I am sure I probably did something wrong, but it looks like it just increased the displacement exponentially rather than countering it.

 

Node Graph:

UniformNoise_Node_Graph_zpskq4p0cac.png

 

 

Before Render:

UniformNoise_RenderTest_Before.jpg

 

 

After Render:

UniformNoise_RenderTest_After_zps4nigckg

 

What I am aiming for:

Displacement_Goal_zpsmgoxo4k8.png

Edited by dtarr77
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Actually, I played around a bit more with it and I think I got it pretty close.  I had to bring the first power down more and then I made the second power the same value but negative by multiplying the relative reference of the first power's value by -1 for procedural reasons of course.  It's not exactly there yet but MUCH closer now and I can keep tweaking it.  Thank you TheDude.

 

This is the render now:

UniformNoise_RenderTest_After_v02.jpg

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