I've been experimenting a lot and haven't been able to suss out if looping noise is possible or how to achieve it.
Any assistance pointing me in the right direction would be lovely.
Looping noise is definitely possible... what you want are two identical copies of the same noise operation, offset in time. You then ping-pong back and forth on the "weight" between the two noise patterns so that noise2, which is time offset by say, four seconds, has a weight of 1.0 at four seconds into the animation.
I'm attaching an example to show you what I mean. I'd like to add this functionality to the base MOPs Noise Patterns and derived nodes; just need time to figure out how to do it in a flexible way.
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Anytime! Let me know if it works for you; I haven't really tested the hell out of it just yet but as long as you don't animate the Offset parameters of the noise, it should loop seamlessly for any noise that supports 4-dimensional inputs (most of them aside from sparse convolution I think?)
I've got the new build installed and I'm still struggling to determine at what point it actually loops and/or how to configure/customize that bit.
Once i figure that out I'm happy to test each noise into the ground for you and report back. Thanks again!
If you enable "Time Varying" on the Noise Falloff or Noise Modifier, there should be a parameter enabled called "Looping Noise". You can then set the Period parameter to determine how many seconds it takes for a full cycle.
Just to be certain, did you download the latest experimental build? You need to either switch from the master branch to the experimental branch on GitHub, or use the MOPs Updater shelf tool to grab the Experimental branch. It should be v1.1.18.