akirasun 0 Posted Thursday at 03:03 PM 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 NoisePatternTest.hiplc Share this post Link to post Share on other sites
Librarian 869 Posted Thursday at 03:54 PM @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 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); 1 Share this post Link to post Share on other sites
akirasun 0 Posted Friday at 12:14 AM 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 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); Wow, GJ! Share this post Link to post Share on other sites