This compound applies Perlin or Simplex noise (4D) to add turbulence to any parameter using a mean value around which the
turbulence values are calculated.
Plug its Value output into different ports of any compound, such as the Speed, Mass, and Size ports of the Emit compound,
but there are many others that work.
For more information on turbulence, see Turbulizing Particle Values [ICE Particle Simulations].
Tasks: Particles/Modifiers, Deformation/Modifiers
Output Ports: Value
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The mean value around which the random Variance value is calculated in any XYZ direction. For example, if this value is 2 in Y and the Variance value is 1, the turbulence value possibilities would be any value between
1 and 3 in Y.
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The amount of variance of the turbulence in any XYZ direction around either side of the Base Value.
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The amount of turbulence applied to the parameter value.
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Causes the noise field to evolve continuously over time.
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The speed at which the noise evolves.
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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.
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Adds a fractal-like complexity to the noise which increases the level of detail of the noise pattern.
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Uses either the Simplex or Perlin type of noise calculations.
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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.
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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.
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The center of the turbulence effect in object local coordinates. You can modify this to offset the turbulence field.
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The amount of movement of the turbulence center in Softimage units per second.
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