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

