Changing fGradient[k][i][0] /= s; fGradient[k][i][1] /= s;
to fGradient[k][i][0] = (fGradient[k][i][0] == 0 ? 0 : fGradient[k][i][0] / s); fGradient[k][i][1] = (fGradient[k][i][1] == 0 ? 0 : fGradient[k][i][1] / s); in the reference code would do it. "For fractalSum, you get a turbFunctionResult that is aimed at a range of -1 to 1" "For turbulence, you get a turbFunctionResult that is aimed at a range of 0 to 1" 0 is in both of those ranges. And some fun facts. There are 8,465,580 affected seeds. From 346 to 2,147,483,583
