cheers peeps, I'll have a look at the curl noise framework. 

 

My workaround for the standard turbulence was to have a two turb nodes
and a blend between them driven with a random value.

 

cheers,

 

A>

 

 

 

From: [email protected]
[mailto:[email protected]] On Behalf Of Gustavo
Eggert Boehs
Sent: 25 January 2013 12:42
To: SI mailing list
Subject: Re: pooling turbulence.

 

Curl noise is great... But sometimes it is a pain how it screws with the
forces in your setup, and also breaks the behaviour of surface
interaction thingys. It is also a bit slow with huuuuge amout of
particles

 

When I cannot use curl noise, for any of those reasons,  what I will do
is turbulize ONE of the forces in my setup, not the positions or
velocitiess, as that will inevitably may them all go the same place. Of
course if you have only one force, that wont help you... Oh and also
remember to animate the turbulization....

 

2013/1/25 Rob Chapman <[email protected]>

this is exactly what curl noise is designed for. non pooling turbulences
in the valleys.

 

On 25 January 2013 11:26, Andi Farhall
<[email protected]> wrote:

One thing I've always noticed using ice is that when turbulising point
positions or point velocities, that  the particles all end up pooling or
clumping together.

 

Is there a reason for this?

 

It's tricky trying to put some slow random noise into a cloud without it
becoming obvious.

 

Andi.

 





 

-- 
Gustavo E Boehs
http://www.gustavoeb.com.br/blog 

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