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Offset copied lines


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Hey guys,

I'm trying to replicate some UI stuff in houdini as a way to practice and learn.

Here's what I got so far 

sofar.jpg

And here are some samples of what I'm trying to get

8220aa29029889_55de6982dad7a.jpg

93a33229029889_55de6982de67b.jpg

8220aa29029889_55de6982dad7a.jpg

d3fe5d29029889_55de6982df7ec.jpg
 

My main question is how to offset the lines of the copy so they don't start all at the same position, I tried an attribute vop and connected the position to a random but doesn't work, I also tried the carve node and a attribute vop for the velocity but also isn't working.

Lastly on the samples there are some lines that are more contrasted to others, I get a similar look with an attribute random with "alpha", but that changes the alpha of the overall circle instead of just some cut lines as the samples.

As for different directons of noises, I played with noises in attribute vop and directed them by a float to vector and then a vector to float to chose if they act in x y or z, is this a good way to do this?

Attached is my hip file

Thanks in advice
 

 

houdini ui2.hipnc

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rings.png

You can drive noise effect using primitive number. And probably add another noise layer to introduce anomalies, which doesn't account for it. I think the rest is a combination of small tweaks to both values. To carve randomly, you can rotate each primitive by creating random angle primitive attribute and rotate it with Primitive node.

 

rings.hipnc

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20 hours ago, f1480187 said:

rings.png

You can drive noise effect using primitive number. And probably add another noise layer to introduce anomalies, which doesn't account for it. I think the rest is a combination of small tweaks to both values. To carve randomly, you can rotate each primitive by creating random angle primitive attribute and rotate it with Primitive node.

 

rings.hipnc

@f1480187 thanks a lot! great setup, i'm learning a lot from it! still analizing some stuff, cheers!

 

 

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