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Reproduce noise pattern via manipulating UVs


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@akirasun i houdini 2000 ways... Blender :rolleyes:

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

 float radianMin = 0.0;
 float radianMax = 2.0 * $PI;
 float radian = fit(@P.x, max.x, min.x, radianMin, radianMax);
 

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


 

fhdrer.jpg

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8 hours ago, Librarian said:

@akirasun i houdini 2000 ways... Blender :rolleyes:

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

 float radianMin = 0.0;
 float radianMax = 2.0 * $PI;
 float radian = fit(@P.x, max.x, min.x, radianMin, radianMax);
 

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


 

fhdrer.jpg

 

Wow, GJ!

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