Activate Posted March 18, 2019 Share Posted March 18, 2019 @rohandalvi was asking on Twitter about tiling noise in Houdini. It seemed like this should be easy to do. That should have been a warning sign. Doing this right is much harder but here is a super quick blur based noise tiler: Since blurring is feature agnostic, it does not make for the best tiles but may be good enough for some cases. Hip file attached. noise_tile.hiplc 1 Quote Link to comment Share on other sites More sharing options...
Drughi Posted March 18, 2019 Share Posted March 18, 2019 Check out the liked thread. I think the aproach is much more elaborate. As i'm understanding it the idea is to bend the noises sampling position in a way that the start and the endpoint are meeting each other. Quote Link to comment Share on other sites More sharing options...
Activate Posted March 19, 2019 Author Share Posted March 19, 2019 That makes a lot of sense. Here is the same thing but converting one dimension to polar coordinates. It makes for a much better result. The tiled result looks nicer as well. noise_tile_v2.hiplc Quote Link to comment Share on other sites More sharing options...
konstantin magnus Posted March 19, 2019 Share Posted March 19, 2019 Hi Niels, I tried the torus route as suggested on twitter: float r_torus = chf('radius_torus'); float r_tube = chf('radius_tube'); float freq = chf('frequency'); v@pos_rest = v@P; vector bbox = relbbox(0, v@P) * M_TWO_PI; v@P.x = (r_torus + r_tube * cos(bbox.x)) * cos(bbox.z); v@P.y = (r_torus + r_tube * cos(bbox.x)) * sin(bbox.z); v@P.z = r_tube * sin(bbox.x); v@Cd = noise(v@P * vector(freq)); v@P = v@pos_rest; seamless_noise.hip 1 Quote Link to comment Share on other sites More sharing options...
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