Best way to add noise

I have a vase/drum shape here and want to and a gentle noise affecting the rdiges is a slightly wavy random distortion (eg 50-150mm across this length of 500mm) and pushing the shape out of perfection by eg 10mm amplitude across the entire shape?

image

Hello - is the noise for rendering purposes or does the model need to be distorted for production? Can you post the file?

-Pascal

Hi Pascal
Just geometry…when I first started modelling…on an amiga in 88, there was a program called silver which had a decent array of plugins including fractal noise which was great for subtly deforming shapes in a very organic way…so just something basic like that :slight_smile:

Drum Sample.3dm (817.7 KB)

its a bit unclear to which extend you want to distort. you have for instance Maelstrom which does this

if you want the distortion to happen more isotropically, you could use noise texture and throw the noise into the displacement and extract the mesh, you would be on the mesh side from there on.

if you would show an example of how exactly it should distort maybe there is also a way to model it.

I agree with encephalon and I suggest that you read Rhino documentation about noise texture and displacement.

noise texture: Textures | Rhino 3-D modeling

displacement (render mesh modifier): Displacement properties | Rhino 3-D modeling

ExtractRenderMesh: ExtractRenderMesh | Rhino 3-D modeling

Thanks for all the replies; just clarifying here…

  1. This is purely for geometry, Im in no way interested in imaging, as I explained above
  2. I would use the twist command if I wanted a spiral deformation re Maelstrom although I would love to know how to actually have non linear control of the twist so that eg the first range of perhaps 0-20% along the twist axis apllied an increasing intensity and the last 20% was a fade/reduction
  3. The manual states that the noise is for rendering which I understand I need to then create a mesh from but I was hoping to keep BREP but I understand the process creates a pretty huge mesh to gain enough resolution for a decent 3d print prototype.
  4. The noise functions in the texture function look very orthodox and easy to apply but
  5. Im not actually looking for a surface ‘texture’ effect but an overall deformation across the entire object that emulates the handmade variation that would occur eg if it was hand carved so that the noise octaves might be about 5 with prob 2 or 3 layers that would do the overall job. Its an ‘overall’ subtle modulation that is for the purpose of removing acoustic resonance

If you are saying that the noise texture can be used for this…Ill have a deeper look but in earlier packages I have used eg Real3D, you could use the noise to simply apply to the actual control points of eg NURBS and it would give a gentle effect that Im looking for

I get the feeling that answer is no :frowning: (without going to a mesh)

Thanks again for the assistance :slight_smile:

When Rhino makes bumpy mesh surface, you can use ShrinkWrap command and QuadRemesh command to convert the mesh into smooth SubD. SubD surfaces are easy to edit. Rhino 8 ShrinkWrap command automatically transforms totally chaotic meshes into very clean meshes. Rhino 7 QuadRemesh command converts somewhat messy meshes into SubD surfaces.

Thanks Andrew
Unfortunately Im still in 6.
I do remember when subdivision surfaces were first implemented in Realsoft 3D around 1992 I think…and they were impressive then.
This is a particular project that eg Fusion and Inventor etc are not able to get close to managing but Im usually pretty happy, on the industrial side with constraints/parametric control so its a bit hard to invest too much for this one thing…see how I go. Appreciate your help

I did try the add on for Rhino ie dimension driven control but it was a long way behind…the sketch mode constraints in Inventor are pretty decent to be honest as well as the fillet control which is why I had to much of the work here back in Inventor as the fillet command just flopped in grasshopper and was confirmed by some of the gurus on the grasshopper forum.

I’m unclear about how you want to distort the object. But if this is the sort of thing:

then check out Cage Edit in the Rhino help.

If you want something different then try sketching over your image to help describe your requirement.

HTH
Jeremy

Hi @jeremy5
Yep, thats the sort of thing but I generally would have thought there would be programmatic way to do it with fractal noise as this has been a go to for me previously (in other packages) as well as allowing much easier scoping of the effect
This is going to be translated into grasshopper so there can be many individual outcomes based on the source geometry
It also has to be distorted within constraints so if its a math function, I can easily filter etc too :slight_smile:

Thanks

I know you are using Rhino6 so this example is for a visual reference, is this similar to what you are looking for?
I applied noise to a mesh in an external app and then converted it to Nurbs in Rhino.

EDIT: I see you said “wavy”, somehow I missed that.


Drum Sample with noise STP.zip (2.8 MB)

you can also use Maelstrom very locally, the first radius defines the area you want to deform the 2nd radius will define how strong the fall off is, making the 2nd circle as small as zero or close to you will deform the region very smoothly.

downside is it does not distinguish between back and front and will modify the entire object, if you want more control over that you would have to split the object first and rejoin.

you can also use SoftMove or SoftEditSrf. and lastly but probably most effective why not exploding those 2 surfaces, turn surface points on select a few and rotate from the center.

Thanks again @cdordoni @encephalon @jeremy5
Looks like I cant really do it in Rhino (effectively, programatically) so Ill try export and reinstall my old Realsoft3d and see if it still works
I will need to use this type of technique repeatedly for much of what Im planning to manufacture so I will at some stage need to establish it as a workflow
If I could morph realtime between multiple versions and layer the deformations that would also be a solution but I can see how that would be possible.
Cheers