Adding extra noise to Xgen Interactive clump

Adding extra noise to Xgen Interactive clump

niovi.phino
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Adding extra noise to Xgen Interactive clump

niovi.phino
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Hi,

I am looking in to adding more noise to the clump modifiers. Ideally I'd like to have two type of noises, 1 overall and 1 that it affects only a certain percentage of the hair (ie 5%). At the moment there is only one noise attribute to the clumb modifier itself. If I add a noise modifier, regardless where is placed in the hierarchy it seems to be affecting the overall hair rather than the clumps. 
As an alternative I tried using layered texture in the node graph but that didnt give me the desired look. 
Is there another way of adding an extra layer of noise to the clumps?

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Message 2 of 8

sean.heasley
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Alumni

Hi @niovi.phino and welcome to the community!

 

One simple way to do this would be to add a clump with the same or similar settings to your original and then add a noise modifier to that clump.

 

There's a tutorial that shows this off and it looks like it gets a similar effect to what you're trying to achieve:

 

Please let me know if this helps or if you need any more assistance!

 

 

If one or more of these posts helped answer your question, please click Accept as Solution on the posts that helped you so others in the community can find them easily.

 

 

 

Kudos are greatly appreciated. Everyone likes a thumbs up!

 

 

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Message 3 of 8

sean.heasley
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Hi @niovi.phino

 

I'm just checking in again to see if you need more help with this. Did the suggestion I provided on Friday work for you?

If so, please click Accept as Solution on the posts that helped you so others in the community can find them easily.

 

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Message 4 of 8

niovi.phino
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Hi Sean,

I had a look at the video you shared was for classic xgen - but also it's referring to the embedded noise modifier in the clump (same as the xgen interactive). 
I've tried your suggestion- if I understood correcting create a clump, duplicate it and then tweak the noise modifier?
This was essesiantly adding an extra layer of noise as well as clumping which is not desired. 

Do you have any other suggestions?

Thanks 

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Message 5 of 8

Lindsey_Robbins
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Accepted solution

If you make a second clump modifier, with the density higher than the clump points of the first one, AND set it to use the first one as a control map, you should be able to get more noise that breaks up the clumps, but within each clump.

 

Then, use an expression on the second clump's mask that's something like rand(0,.1) and that second clump will only affect a tiny percent of the hairs.

 

However, if you are looking to move each clump more, I'd look at the curl and offset sliders; a small change there can cause some good movement of clumps. 🙂

Message 6 of 8

sean.heasley
Alumni
Alumni

Hi @niovi.phino

 

@Lindsey_Robbins pretty much took the words out of my mouth Smiley Tongue

 

I'd recommend as well trying the suggestions he mentioned and see if there's an improvement with your noise!

 

 

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Message 7 of 8

sean.heasley
Alumni
Alumni

Hi @niovi.phino

 

Just wanted to check in to see how things were going. Are you still having this issue?

 

If your issue is resolved, please click Accept as Solution on the posts that helped you so others in the community can find them easily.

 

 

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Message 8 of 8

niovi.phino
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Hi Lindsey

Thanks for getting back to me on this.  I've tried your suggestion  which worked pretty well and to get a little be more variation I played a bit more with the clumps masks/hierarchy but it got what I was looking for. Thank you! 

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