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Hi

The first thing that springs to mind is to use uv's that are unwrapped using the seam marked in blue. 

Layout the uv's so the long strip is vertical and then source your noise function from the uv attribute.

While doing this step the x component of your uv attribute up or down according to time.

this wouldn't tile however unless your uv strip went flush against the edges of the tile and you used periodic noise.

 

If you could find another way to create a looping attribute around your torus, you could then use that to source your noise.

You could check the angle of the vector from the center of the torus, creating a 1d value between 0 and 1, then remap that value so instead of going 0, 0.5, 1 it goes 0, 0.5, 0.

If you then used that value to souce your noise it would tile and work alright.

 

Both these approaches are similar, just with different wrappers.

Best of luck.

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4 hours ago, ColecloughGeorge said:

Hi

The first thing that springs to mind is to use uv's that are unwrapped using the seam marked in blue. 

Layout the uv's so the long strip is vertical and then source your noise function from the uv attribute.

While doing this step the x component of your uv attribute up or down according to time.

this wouldn't tile however unless your uv strip went flush against the edges of the tile and you used periodic noise.

 

If you could find another way to create a looping attribute around your torus, you could then use that to source your noise.

You could check the angle of the vector from the center of the torus, creating a 1d value between 0 and 1, then remap that value so instead of going 0, 0.5, 1 it goes 0, 0.5, 0.

If you then used that value to souce your noise it would tile and work alright.

 

Both these approaches are similar, just with different wrappers.

Best of luck.

Hii.

I never used UV in Houdini..yet..

i had make a torus in 3ds max ..and unwrap it and imported to houdini in FBX format..after that..i dont understand what to do.

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Another option is to put a transform sop after the vop, rotate the torus, then use an "attribute transfer" node to transfert the "rotating" Cd attribute on the orignal object

Edited by flcc

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1 hour ago, flcc said:

Another option is to put a transform sop after the vop, rotate the torus, then use an "attribute transfer" node to transfert the "rotating" Cd attribute on the orignal object

Yes now i understood ...... thnkx 

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