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;
2D surface Position noise on 3D object
Moderator: juanjgon
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
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- 2D noise.zip
- (24.31 KiB) Downloaded 107 times
You could work with the VEX noise functions, as you can see in the attached scene.
Thanks,
-Juanjo
Thanks,
-Juanjo
- Attachments
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- 2D noise_juanjo.zip
- (17.63 KiB) Downloaded 108 times