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Looping noise
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  • zenzyme
  • Posted: 03 January 2008 12:19 PM
  • Total Posts: 1
  • Joined: 03 January 2008 08:14 PM

Does anybody know how to correctly animate the noise modifier so that the noise loops? I need about 10 frames of the ocean rippling and have tried many things to get a seamless loop…

What are the units for frequency? I figured that setting the frequency to 1 would either complete one noise cycle per frame or one per second (if you started at frame 0 , frame 29 should be identical if you have FPS set to 30). Neither of these assumptions are correct.

Help seems to indicate that the phase setting is just a phase shift.

Also, I’ve never been able to get anything that uses frequency/phase/etc. in Max to loop. I’ve tried to get the noise map to loop with no success… I’ve tried assuming certain settings were in degrees, radians, etc.... still, nothing.

Is it that these are just not set up to loop? I figured if they are based on sine waves it would loop…

Thanks in advance for your help.



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I’ve not done this in a while but I’m pretty sure the only way to do it is with a mix between noises, where materials are concerned. For the modifier....perhaps this would help?  As it’s a procedural thing, looping is not in it’s nature. There was also a noiseloop material done by someone once.

http://www.boomerlabs.com/freeware.php



Steve Whiteley
Animation Director
Gizmo Animation Limited


http://www.gizmoanimation.co.uk

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I was looking for something else and saw this in one of my Favorites:
(http://www.ericchadwick.com/examples/looping_a_procedural_texture.html)



Tim Wilbers [FA]

College of Arts and Sciences
Department of Visual Arts
University of Dayton
http://www.udayton.edu/
3ds Max: 7.5, 8, 9, 2008, 2009, 2010

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  • Location: Sarnia, Ontario CANADA (ehh)
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Sometimes the simplest solutions are the most eloquent!

\

Tim_Wilbers 04 January 2008 12:10 AM

I was looking for something else and saw this in one of my Favorites:
(http://www.ericchadwick.com/examples/looping_a_procedural_texture.html)



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Unfortunately, the method Tim described will cause a Ping-Pong effect, not a true Loopable effect. Ping-Pong is unacceptable for my animation needs.

The Noise Modifier (and Space Warp) must be truly loopable.

If the Phase Parameter of the Noise Modifier, Noise Space Warp, Noise Material Coordinates modifier, and Noise Map is not a truly loopable parameter, then it’s confusingly misnamed. The term “phase” implies cycles, and “cycles” implies loopability. If it’s truly not loopable at all, then it needs to be given another name.

Note that the Phase of, for instance, the Wave and Ripple Modifiers and Space Warps, are truly loopable! The effective Phase range for these is from 0–1. Values outside that range can be used, but only the fractional portion (adjusted for sign) of the value is actually used (e.g. Phases of 0.25, 2.25, 9876543210.25, -0.75, and -1234.75, are all equivalent).

For Noise (anything — well, except Noise Controller, which has no Phase), though, this does not apply. I’ve tried 0–1, 0–6.28318531 (360º as radians), 0–100 (default), and 0–360, all to no avail.

Steve, the Boomer Labs Loopable Noise Controller is just that: a Noise Controller. It’s not a Noise Modifier.

The most efficient way that I found to use it to get the desired effect is to apply a FFD Modifier (cylinderical in my case), Set Number of Points (in my case to 2×8×2), click Control Points: Animate All (to create the Position animation tracks for the Control Points), then apply a Point3 List Controller to each Control Point that needs to be animated (to store the default value as the base for the Noise), then apply a Noise Loop Point3 Controller to an “Available” slot in one of the Point3 List Controllers. Set the basic parameters there as needed (remembering to set the Period to one frame greater than the last frame # of the loop portion of the animation, assuming that that starts at zero: for instance, if the Active Area is from 0 to 59 and you want the loop cycle to cover it, set Duration and optionally Last Frame to 60, not the default of 59! Leaving it at the default would cause the last frame to duplicate the first in the loop, causing a “stutter” in the loop). Adjust Strengths and Frequency and such to get the basic effect you want. Then Copy that Noise Loop Point3 Controller and Paste it as a Copy (not an Instance!) to the Available slot of the Point3 List Controller (not to the actual Control Point Position controller!) of each of the other FFD Control Points that need to be animated. Finally, call up the Properties of each one of them, and change its Seed to a different value for each.

A pain in the neck, sure, but at least it works.



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  • joegunn
  • Posted: 18 December 2008 05:11 PM

So it sounds like you have a Noise modifier that is deforming some mesh to look like an ocean wave that you want loopable?  If that’s the case you may want to try using a morph target.  You can get something like loopable cloth using the morph target method which is more dynamic and unruly than a noise modifier so I would guess it would work for the noise modifier as well.

Good luck,



max2008-11

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  • dinevir
  • Posted: 12 July 2011 03:24 AM

Here is my solution:
-copy your Noise modifier
-animate Noise Strength in old-one to go from value to zero
-animate Noise Strength in new-one to go from zero to value at same time period
-change new-noise Animation Phase at its ending to match old-noise Phase at beginning
That is all.

PS: I know, that this topic is dead, but maybe someone else will find it as I am.



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