I was reading articles on pyroclastic noise, and the math seemed really complicated. In the end it is (as far as I understand) just applying layers of 3d noise onto a geometry, and offseting the noise or the geometry). I decided to try to a really basic version with some houdini sop (sop = geometry nodes = surface operators).
Basically just applying some noise ( moutain sop) on a geometry, starting with a low frequency, and adding higher and higher freq noise.
Then with simple vex I add an attribute wich is the distance of each point from center, then apply a color ramp to that.
The great thing is, the input is converted to VDB (volume) so I can input anything ! Its really simple stuff but I think the result is really neat
steps :
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