2D surface Position noise on 3D object

Houdini Integrated Plugin

Moderator: juanjgon

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HBHATTI
Licensed Customer
Posts: 21
Joined: Fri Jun 07, 2019 10:15 pm

I have a sphere with multiple scattered points on it, tried to use the attribnoise function applied on P, but the points are as expected transforming away from the surface; is there a way to apply 2D surface position vector without affecting the radius of the scattered points? Thanks

**I have tried using v@P = v@P - rest; ie using the rest position vector of the scattered points, but it is not giving correct results

vector rest = v@rest;
v@P = v@P - rest;
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juanjgon
Octane Plugin Developer
Posts: 8867
Joined: Tue Jan 19, 2010 12:01 pm
Location: Spain

Are you talking about the Octane native scattering feature? Can you please share your scene to take a look at it here?

Thanks,
-Juanjo
HBHATTI
Licensed Customer
Posts: 21
Joined: Fri Jun 07, 2019 10:15 pm

Ahh sorry, I just meant the standard Houdini scattering, not octane, am attaching file; I discarded the vex attempt because I think I need a fresh start; I just need the noise to stick to the surface
Attachments
2D noise.zip
(24.31 KiB) Downloaded 107 times
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juanjgon
Octane Plugin Developer
Posts: 8867
Joined: Tue Jan 19, 2010 12:01 pm
Location: Spain

You could work with the VEX noise functions, as you can see in the attached scene.

Thanks,
-Juanjo
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2D noise_juanjo.zip
(17.63 KiB) Downloaded 108 times
2021-06-22 23_30_15.jpg
HBHATTI
Licensed Customer
Posts: 21
Joined: Fri Jun 07, 2019 10:15 pm

Ahh ok, thank you kind sir, appreciate it.
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