Turbulize Mesh

 
 
 

Deforms an object using a turbulence field.

Despite its name, this compound can be applied to any geometry type including polygon meshes, curves, NURBS surfaces, lattices, and point clouds.

Tasks: Deformation/Effects

Output Ports: Execute

Variance

The amount of change in point positions.

Turbulence Scale

The scale of the turbulence field. Larger values spread the variance over longer distances.

Animated

Whether the turbulence field changes over time.

Animation Speed

The speed at which the turbulence field changes.

Seed

Defines the sequence of random numbers used. If you require that two nodes generate different sets of values with the same parameters, simply assign them different seeds.

Complexity

The "detail" of the turbulence field. Lower values create smoother fields. Larger values create noisier fields but take longer to calculate.

NoiseType

Uses either the Simplex or Perlin type of noise calculations.

  • 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 Center

The center of the turbulence field in object local coordinates. You can modify this to offset the turbulence field.

Turbulence Center Movement

The amount of movement of the turbulence center in Softimage units per second.