carl45456 Posted December 8, 2021 Share Posted December 8, 2021 Hello, I have scattered spheres inside a tube and I want to use a noise to trigger them inflating and deflating. I followed this tutorial but I couldn't get it to work. Is there a different method on how to achieve this? Thanks! tube.hip Quote Link to comment Share on other sites More sharing options...
Librarian Posted December 9, 2021 Share Posted December 9, 2021 (edited) @carl45456 check this method and play a little bit . kamenciciVellumfix.hiplc Edited December 9, 2021 by Librarian Quote Link to comment Share on other sites More sharing options...
carl45456 Posted December 9, 2021 Author Share Posted December 9, 2021 4 hours ago, Librarian said: @carl45456 check this method and play a little bit . kamenciciVellum.hiplc Thanks, I tried fiddling with your example and it is a bit too advanced for me. Which part of your set up is using noise to animate vellum? I have a setup where I have noise animating on scattered points. My idea was to use the values given by the noise to decided whether my vellum should inflate or deflate. My logic was, if noisevalue <0.2 {inflate} else if noisevalue > 0.8 {deflate} but I don't know where to start. I have been approaching it at dops level and I am not sure if that is correct. Quote Link to comment Share on other sites More sharing options...
carl45456 Posted December 9, 2021 Author Share Posted December 9, 2021 I followed this tutorial from John Lynch on the Houdini channel where he attached a null the the noise at sop level. Then he referenced it in the vellum solver using a vellum constraint property, then added some vex float scale = fit01(rand(@primnum),0.25, 0.65); int pt = primpoints(0, @primnum)[0]; float amount = point(2, "amount", pt); restscale = amount; After following it all the points in my scene only shrinks :/ tube.hip Quote Link to comment Share on other sites More sharing options...
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