Reference from Day 1
Where we left off in Day 7
So like in the anime, the position of these letters isn’t always static. They rotate, scale, and translate slightly randomly. Therefore, I’m going to try adding some procedural noise into the equation.
By using the geonodes timestep node to sample points along this perlin noise texture, I can generate some random looking movement (or “change”) that hovers around a certain point. I plan on having three different input values so that the user can pick and choose what intensities and frequencies of noise they want for the properties of position, rotation, and scale.
Perlin Noise
Since a lot of this involves some pretty repetitive math, I decided to make a node group to generate the values I wanted.
The noise should:
Fiddling around a bit, we have something like this!
Noised position should be added after scale, so that the random movement shouldn’t be rapidly affected by the previous scaling.
This is conceptually pretty similar to the previous one, just done three separate times for the three separate axes. Each co-ordinate is also given different offsets so their movement appears unrelated
BRAAAAAAAAGHGHDFGGFHG
And a much tamer example
The main type of rotation we want is the one that makes the objects rotate on their normal. Much like the “Text Rotation” feature from a while ago.