VDB Volume noise issues
5447 2 0- Simon Pagas
- Member
- 8 posts
- Joined: 11月 2017
- Offline
Hi,
Could anyone help me with VDB noises and let me know what did I do wrong here.
When I'm applying Unified noise, or any other Volume VOP noise it seems like it is not affected evenly.
The left image shows what effect I'm looking to get out
The right image shows what I'm getting out.
Seems like all noises are affected like that.
1. In Sops, I have converted geometry to VDB Surface
2. Convert VDB surface to SDF Fog
3. Added VDB ACtivate to expand Volume
4. VolumeVOP added Unified Aligator noise
5. Converting VDB Fog to SDF
6. Convert VDB to Polygons
Here is the Volume Vop node graph:
In this Image, I have applied noise just to X-axis by using
VectortoFloat to preview how the noise is applied. Seems like the noise is being projected straight through the X-axis.
Is there a way to get the noise going from the centre?
I might have done something wrong here or not completed enough
Thank you for any help provided
Could anyone help me with VDB noises and let me know what did I do wrong here.
When I'm applying Unified noise, or any other Volume VOP noise it seems like it is not affected evenly.
The left image shows what effect I'm looking to get out
The right image shows what I'm getting out.
Seems like all noises are affected like that.
1. In Sops, I have converted geometry to VDB Surface
2. Convert VDB surface to SDF Fog
3. Added VDB ACtivate to expand Volume
4. VolumeVOP added Unified Aligator noise
5. Converting VDB Fog to SDF
6. Convert VDB to Polygons
Here is the Volume Vop node graph:
In this Image, I have applied noise just to X-axis by using
VectortoFloat to preview how the noise is applied. Seems like the noise is being projected straight through the X-axis.
Is there a way to get the noise going from the centre?
I might have done something wrong here or not completed enough
Thank you for any help provided
- jsmack
- Member
- 8041 posts
- Joined: 9月 2011
- Offline
Adding a scalar (noise) to a vector (P) and plugging into sample position, is only going in one direction.
Multiply the scalar by the gradient of the distance field to get a direction, and then add that to the sample position. Or since this is an SDF, simply add the scaler (noise) value to the surface (sdf) value.
Multiply the scalar by the gradient of the distance field to get a direction, and then add that to the sample position. Or since this is an SDF, simply add the scaler (noise) value to the surface (sdf) value.
Edited by jsmack - 2020年6月2日 14:36:29
- Simon Pagas
- Member
- 8 posts
- Joined: 11月 2017
- Offline
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