Hello! I was curious about the types of noises that you could use for displacement and thought it would be fun to have a sort of glossary of what those noises and fractal types would look like. I only picked out the ones I thought were visually interesting…
Anyway, just thought I would share
Setup: I just had a simple polygon sphere and threw on a principled shader, then used the Unified Noise to displace.
P.S. I initially tried to keep the noise types together in some sort of order but.. layout dictated differently
Unified Noise study
22248 23 6- fianna
- Staff
- 40 posts
- Joined: Oct. 2014
- Offline
- anon_user_37409885
- Member
- 4189 posts
- Joined: June 2012
- Offline
- _Christopher_
- Member
- 767 posts
- Joined: April 2014
- Offline
- TwinSnakes007
- Member
- 639 posts
- Joined: July 2013
- Offline
- mestela
- Member
- 1795 posts
- Joined: May 2006
- Online
- patar
- Member
- 280 posts
- Joined:
- Offline
- fianna
- Staff
- 40 posts
- Joined: Oct. 2014
- Offline
Hmm Patar/Matt - looks like my image got scaled down on the img upload site i put it on..
*argh.. i didnt want to put it as an attachment but it seems that all those image upload sites either resize your img or force you to go to their page
anyway..about including into docs, I can ask about that..but i dunno about the .hip files. I've marked down all the settings used to get each one, so you should get same look of displacement with those settings (hopefully i didnt forget to put some down in my excitement of "oooh that's a cool shape!").
*argh.. i didnt want to put it as an attachment but it seems that all those image upload sites either resize your img or force you to go to their page
anyway..about including into docs, I can ask about that..but i dunno about the .hip files. I've marked down all the settings used to get each one, so you should get same look of displacement with those settings (hopefully i didnt forget to put some down in my excitement of "oooh that's a cool shape!").
Edited by fianna - Aug. 21, 2016 10:41:15
-fianna
- Siavash Tehrani
- Member
- 729 posts
- Joined: July 2005
- Offline
- sepu
- Member
- 460 posts
- Joined: Feb. 2012
- Offline
- fianna
- Staff
- 40 posts
- Joined: Oct. 2014
- Offline
- DASD
- Member
- 453 posts
- Joined: Feb. 2013
- Offline
- Werner Ziemerink
- Member
- 1268 posts
- Joined: March 2014
- Offline
- Andr1
- Member
- 118 posts
- Joined: Feb. 2016
- Offline
thanks for sharing the test, and for the documentation. It's super useful!
However, having a little C4d background I have to admit that the package of noises offered by Maxon is the single feature that I really miss now in Houdini.
For your evaluation this link provides the default noises offered in in c4d.
http://kbase.vectorworks.net/questions/1240/Renderworks+Noise+Shaders+-+Visual+Guide [kbase.vectorworks.net]
(Stupl, naki, nutous, luka are my favorite ones)
How to have such interesting noises in Houdini too?
It's just a matter of playing with the Unified Noise and\or combine different noises together?
However, having a little C4d background I have to admit that the package of noises offered by Maxon is the single feature that I really miss now in Houdini.
For your evaluation this link provides the default noises offered in in c4d.
http://kbase.vectorworks.net/questions/1240/Renderworks+Noise+Shaders+-+Visual+Guide [kbase.vectorworks.net]
(Stupl, naki, nutous, luka are my favorite ones)
How to have such interesting noises in Houdini too?
It's just a matter of playing with the Unified Noise and\or combine different noises together?
- old_school
- Staff
- 2540 posts
- Joined: July 2005
- Offline
Unified noise is a mash of many different pattern generators (noises) and operations on those patterns: fractals, band pass filters, folding with absolute for billowiness, etc.
You can play with Unified Noise as it offers most patterns in Houdini normalized from 0 to 1 or -1 to 1 in a convenient mid level VOP node.
Playing with the various atomic pattern generators as layers and masks in Houdini can also be used create neat patterns but that's somewhat low level but lots of fun.
You can play with Unified Noise as it offers most patterns in Houdini normalized from 0 to 1 or -1 to 1 in a convenient mid level VOP node.
Playing with the various atomic pattern generators as layers and masks in Houdini can also be used create neat patterns but that's somewhat low level but lots of fun.
There's at least one school like the old school!
- Andr1
- Member
- 118 posts
- Joined: Feb. 2016
- Offline
- fianna
- Staff
- 40 posts
- Joined: Oct. 2014
- Offline
- Doudini
- Member
- 333 posts
- Joined: Oct. 2012
- Offline
- Doudini
- Member
- 333 posts
- Joined: Oct. 2012
- Offline
Hi,
this threat inspired me in doing some Stuff:
I hope its okay I share them here:
Generating Floors, Panels? Why not:
Voronoizer:
Displacements:
Here you can see some other stuff [microbot.ch]
this threat inspired me in doing some Stuff:
I hope its okay I share them here:
Generating Floors, Panels? Why not:
Voronoizer:
Displacements:
Here you can see some other stuff [microbot.ch]
- arzo
- Member
- 99 posts
- Joined: Sept. 2006
- Offline
- Andr
- Member
- 899 posts
- Joined: Feb. 2016
- Offline
Hello,
I need to use the Unified Noise output and remap it to specific new ranges.
The problem is that I don't know what are the bounds of the different ‘unified noises’.
Without this information I can't really do a precise a remap, right?
Only piece of information I could find about the noise ranges is here [www.sidefx.com], but those values don't seem to apply to the Unified Noises.
Example: the sparse convolution in the Turbolent Noise is said to be in range (-1.7, 1.7), but this is a range that I clearly not see in the Sparse Convolution of the Unified Noise.
Anybody has the real values?
Otherwise I should go empirical by offsetting the different noises along the time in a solver and register the min max values?
Thanks for any help!
I need to use the Unified Noise output and remap it to specific new ranges.
The problem is that I don't know what are the bounds of the different ‘unified noises’.
Without this information I can't really do a precise a remap, right?
Only piece of information I could find about the noise ranges is here [www.sidefx.com], but those values don't seem to apply to the Unified Noises.
Example: the sparse convolution in the Turbolent Noise is said to be in range (-1.7, 1.7), but this is a range that I clearly not see in the Sparse Convolution of the Unified Noise.
Anybody has the real values?
Otherwise I should go empirical by offsetting the different noises along the time in a solver and register the min max values?
Thanks for any help!
-
- Quick Links