thanks peter, that is a great idea!
just shifting the position ( turb center). why i didnt thought of that.
sebastian

Am 26.07.2012 um 10:57 schrieb Peter Agg:

You could use the chunk ID as a case switcher, then have different turbulence nodes plugged into that, each with a different seed.

Another option might be to have different 'layers' in the turbulence by adding a value into the Turbulence Centre value based on the chunk ID. I've attached a picture which might make sense. Basically I added two points at world zero - normally they'd produce the same turbulence value. However, by adding in a value based on their chunk 'layer', you can now get different results.


On 26 July 2012 08:58, Sebastian Kowalski <[email protected]> wrote:
hey list,
to my displeasure i've discovered that the turbulence and random seed values are per object.. its making somewhat sense, but i am clustering points to chunks and need seeds value per chunk (via chunk ID per point). me could loop around them chunks, but would rather not, cause i'am aiming at some higher point counts and i am a very impatient one...

any ideas?

-sebastian

<turb_Chunks.png>

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