Kapahala Posted February 15 Share Posted February 15 I am making fractal noise and using just a 1d line at first. What this setup is doing is basically creating a random curve and the loop at the ends adds to it another random curve with half the amplitude of the previous, and double the frequency. Everything works perfectly except that very last VOP that is supposed to add the two curves. If I put any of the two curves in the second input it doesn't transmit it correctly as it does if I just put it in the first input of the VOP. I recreated the same loop setup, just with a sine wave instead, and it works just the way I want. You can play with it if you want to check out what exactly I am trying to make. This my first post ever and I will appreciate it if anyone has a solution or alternative of adding those curves together. Here is the file and a picture. fractal noise generation.hipnc Quote Link to comment Share on other sites More sharing options...
hannes603 Posted February 19 Share Posted February 19 fractal noise generation_2.hipnc untitled.mp4 if you want to blend positions between to objects you need the same point count / topo, or uvs. You can also use nearpoint function ( check side fx docs). in the example below i used the prim uvs to find the corrosponding points. Quote Link to comment Share on other sites More sharing options...
Kapahala Posted March 4 Author Share Posted March 4 Thank you!! I apologise for the late reply, but I made it work because you made me realise that I cannot add or blend the height of the two curves if I don't have the same amount of points and now it makes sense why was it outputting those "weird results". I wanted to add them, not blend/mix them but regardless thanks for the help. I see how the nearpoint function would help, but out of curiosity, I don't quite understand how having the same topo or uvs also makes it work. It sort of indicates to the nearest point and chooses the amount of points of one of the curves as the resulting curve or.. can I know where to learn about that? Quote Link to comment Share on other sites More sharing options...
hannes603 Posted March 4 Share Posted March 4 prim_uv_wrangle_supersimple.hip check side fx docs... in this scene thats maybe the easiest way of using the prim uvs. each prim in houdini have one prim uv which is a value from 0 to 1. you can use this to get the position based of this attribute on the curve. hope that helps Quote Link to comment Share on other sites More sharing options...
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