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Pattern


Patterns are common noise and math functions.
You can easily add them to any shapes.

Cos:

A simple 2D cosine function. (in radian)

$Y*4 + cos($X * 400)
Scallop Cos:

An absolute value of a cos function.

$Y*4 - abs(cos($X * 400))
Dot 01:

Dots from sin and cos function. 

$Y - abs( ( cos($X * 400) * sin($Z * 400) ) ) / 2
 Dot 02:

Clamped sin and cos function.

$Y - clamp( ( cos($X * 400) * sin($Z * 400) ), 0, 1 ) / 2
Cos Circular:

cos(360 *(($X*$X + $Z*$Z)^0.5 ))/(1+$X*$X+$Z*$Z)- $Y
Sin Circular:

sin(360 *(($X*$X + $Z*$Z)^0.5 ))/(1+$X*$X+$Z*$Z)- $Y
Random:

$Y + rand($X*($Y*100)*$Z) / 4
Noise:

$Y + noise($X, $Y, $Z)
SNoise:

$Y + snoise($X, $Y, $Z)
Turbulence:

$Y + turb($X, $Y*2, $Z, $Y+3/2)
STurbulence:

$Y + sturb($X, $Y*2, $Z, $Y+3/2)
Cube Plus Noise:

max( max( $Y*$Y-1, $X*$X-1 ), $Z*$Z-1 ) + noise($X,$Y,$Z)
Cube Minus Noise:

max( max( $Y*$Y-1, $X*$X-1 ), $Z*$Z-1 ) - noise($X,$Y,$Z)
Noise Cube:

(noise($X*2, $Y*2, $Z*2) -0.1 ) * 2
SNoise Cube:

(snoise($X*2, $Y*2, $Z*2) -0.1 ) * 2
Abs Noise Cube:

(abs(noise($X*2, $Y*2, $Z*2)) -0.1 ) *  2
Abs SNoise Cube:

(abs(snoise($X*2, $Y*2, $Z*2)) -0.1 ) *  2

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