This compound animates the strand using turbulence, which modifies the movement based on noise.
Create strands, then plug this compound's Execute output into a PostSimExecute port on the Simulation Root node or in a port
on the ICETree node.
For information, see Shaping the Strands [ICE Particle Simulations].
Tasks: Particles/Strands
Output Ports: Execute
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The amount of turbulence applied to the strand.
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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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Adds a fractal-like complexity to the noise which increases the level of detail.
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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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This curve defines how the turbulence strength is applied along the strand, starting from the strand's base (key on the left)
to the tip (key on the right).
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Multiplies the turbulence strength value set with the profile curve.
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The direction in which the turbulence moves on the strand, according to the particle's local XYZ axis you specify here. The
Y axis makes the turbulence move along the length of the strand.
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Determines how quickly turbulence moves along the strand.
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