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Showing posts with the label noise

sparkly noise for texture

 Use something like Simplex 3D (GPU) noise.  Set the period to something quite low, so you get lots of noisiness.  Animate the transform Z with absTime.seconds. Plug it into a FUNCTION node In the Function RGB, select Input ^ Exponent Increase Exponent The lower values should now just be black & the higher values now pinging. Use a Level node to tame the opacity & composite it on top of something

Random value selector (int)

Make an LFO CHOP. Set it to pulse. Choose a frequency. Connect a COUNT CHOP to it. For this example, set it to Loop Min/Max. And set the Max to something like 9999. Make a NOISE CHOP. Drag the Count CHOP's value into the Seed parameter. You might have to add [0] at the end of the op('noise1')[0] so that the value is actually read. Also set the amplitude and offset to 0.5, so the noise is going from 0 to 1. Connect a MATH CHOP to the noise. In the OP tab, set the integer to Round (so we get whole numbers) and also set the To Range to the numbers you'd like your random values to fall between. You now have random numbers being pulsed.