# Reproduce noise pattern via manipulating UVs

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Hey guys
I'm trying to reproduce same noise pattern which originally created by blender.

In original video(@00:01:40), author used Mapping node to manipulate UVs.

In houdini, I tried UV Position VOP node but unfortunately can't get reasonable result.

Thanks for any help

Cheers

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@akirasun i houdini 2000 ways... Blender Grid, Noise ,bbox(0, D_XSIZE),Copy Sop, than

```//on prim
vector min, max;
getbbox(min, max);
v@min = min;
v@max = max;```

```vector min = prim(geoself(), "min", 0);
vector max = prim(geoself(), "max", 0);

float height = chf("height");
float rMax = radius + height;
float r = fit(@P.y, min.y, max.y, rMin, rMax);

float radianMax = 2.0 * \$PI;

float x = r * cos(radian);
float y = r * sin(radian);
float z = 0;
@P = set(x, y, z);``` • 1
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8 hours ago, Librarian said:

@akirasun i houdini 2000 ways... Blender Grid, Noise ,bbox(0, D_XSIZE),Copy Sop, than

```
//on prim
vector min, max;
getbbox(min, max);
v@min = min;
v@max = max;```

```
vector min = prim(geoself(), "min", 0);
vector max = prim(geoself(), "max", 0);

float height = chf("height");
float rMax = radius + height;
float r = fit(@P.y, min.y, max.y, rMin, rMax);

float radianMax = 2.0 * \$PI;

float x = r * cos(radian);
float y = r * sin(radian);
float z = 0;
@P = set(x, y, z);```

Wow, GJ!

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