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Stick cloud noise to deforming geometry solution - HIP file included

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Omg i can't thank you enough for this! It's exactly what I was after!!! Thanks again :)

On another note would you be able to do a tutorial on setting up a deforming mesh like a character that crumbles away into fragments. I've been wrestling with that one for a while now and can't seem to get it to work :/ there's there's a really nice example on vimeo but no advice.

Ant

Edited by anthonymcgrath
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No problem, glad to help!

I actually had time to take a stab at this over the weekend, I started a separate topic again in case anyone else finds it useful, here is the link-

 

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I've just commented on your other thread - thankyou for this tutrorial i'm super grateful as i've wanted to tackle things like this for so long :D

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Posted (edited)

Thank you so much for these setups I have an issue I'm trying to resolve and either one of the setups come with an issue I can't resolve.

Essentially I am trying to add a density noise modifier as to break up the density, but also be able to animate the noise offset of both the deforming noise and the density noise.

In the first setup where you deform the volumes already with cloud noise etc I can indeed add density noise but I had strange results so had to increase the number of points and area of points as parts of the noise outside of the points areas was acting unpredictably and not deforming (weird stretching and appearing parts) so any way I resolved this but of course I can't animate the offset of any noise values by nature of the Timeshift node always looking at frame 1 on the density look up.

So I tried the other method, and I managed to add density noise but stretches the noise to the centroid of the volume and I can't figure out how to have more natural?

 

[SOLVED] kind off.

Edited by mecca76

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