Turbulence Property Editor
 
 
 

To create a turbulence control object: Choose Get Force Turbulence from the Simulate toolbar, Get Primitive Control Object Turbulence from the other toolbars, or Create Force Turbulence from the Hair toolbar.

To redisplay this property editor: Select the turbulence object and press Enter.

Turbulence creates allover random noise patterns on simulated objects. This could be useful for creating starfields, for example, or foggy or smoky atmospheric effects when used with a sprite shader.

Turbulence has no effect on Soft body or Cloth simulations.

For more information on forces in general, see Forces [ Simulation].

To use this force in an ICE tree, see Creating and Applying ICE Forces to ICE Simulations [ICE Fundamentals].

Length of the arrow is determined by the Amplitude value.

Name

The name of the force effect.

Mute

Toggles on/off the force effect.

Amplitude

Strength of the turbulence effect.

Decay

The rate of falloff of the turbulence effect. Slider values are from 0 to 10, but you can enter any positive value in the text box.

Noise

Noise lets you add randomness to the movement of the simulated objects.

Noise Type

Creates either Simplex or Perlin noise:

  • Perlin noise has spatial coherence, meaning that several different points in roughly the same location in space tend to have similar noise added to them. It interpolates between the random values. Perlin noise can help make objects more natural-looking by imitating the controlled random appearance of elements found in nature; that is, there is structure to the noise while still appearing fairly random.

  • Simplex noise is similar to Perlin noise, but is less computationally complex. This is because it divides the space into equilateral triangles to interpolate between, which reduces the number of data points. This makes Simplex noise useful for producing noise over large spatial areas.

    Simplex noise has a well-defined and continuous gradient everywhere that can be computed fairly quickly, and has no noticeable directional artifacts.

Turbulence Complexity

Adds a fractal-type of complexity to the noise which increases the level of detail.

Seed

Adds variation to the Frequency parameter values. A seed value allows you to add variation without having to change all the Frequency parameter values.

The Seed parameter works only if you have a value other than zero for the Frequency parameters.

Frequency

he Frequency parameters determine the number of times the noise pattern is repeated on each axis that you choose. You can also set the noise frequency over time, letting you speed up or slow down the whole noise effect.

All Frequencies

Select this option to set the same frequency value along all axes. Drag the All/X slider to set the value.

All/X, Y, Z

Maximum value of the spatial frequency of noise on the specific axis or on all axes. Higher frequency values create a finer detail to the noise.

Time Frequency

Sets the noise frequency over time (in frames). This interpolates between a set of precalculated gradient vectors to construct a value that varies randomly over time.