assuming you used “turbulize mesh” – if you go inside the compound, and then inside the “turbulize around value” compound – you’ll see a “turbulence” node. That’s the one giving you the turbulence.
You’ll see there is a “get_particle_position“ going into an “add” node, that goes into the turbulence. So simply put, the turbulence value is dependent on the point’s position in space. So it’s perfectly normal on a deforming mesh, that the turbulence values are not the same each frame – resulting in the “swimming” you describe. (I reproduced it by putting two ice trees, each with turbulize mesh – the second turbulize is swimming. If your object is a regular horizontal grid, with only vertical deformation the solution is very simple: after the add you can put a multiply, with the vector set to 1,0,1. This way the turbulence value is generated as if it were a flat grid, hence no swimming. If the base object and/or deformation are more complex, you can set_data the position on the first frame to a custom vector, and use that for the rest of the timeline going into the turbulence - instead of the “get_particle_position”. That way the turbulence is spatially coherent while sticking on the deforming mesh. Wether or not it will “look right” is another question. From: Byron Nash Sent: Tuesday, December 10, 2013 11:18 PM To: [email protected] Subject: Re: Static Turbulence Yes, it wasn't that. The issue was my ground was moving around and ended up getting different turbulence values as it moved through space. Maybe it's a result of the FBX cache? I think I found a way to fix it, however un-elegant. I made a copy of the original and froze it. Created an ice tree to calculate the turbulence offset and stored it. Then in the animated version added that offset value to the mesh. Seems to work. On Tue, Dec 10, 2013 at 4:57 PM, Grahame Fuller <[email protected]> wrote: Did you turn off "Is Animated"? gray From: [email protected] [mailto:[email protected]] On Behalf Of Byron Nash Sent: Tuesday, December 10, 2013 4:47 PM To: [email protected] Subject: Static Turbulence I have an animated ground plane mesh I brought in from Maya as a FBX cache. I need to add some high frequency noise to it and send it back. My first pass has nice noise with a quick turbulence node but it sort of "swims" as the mesh moves through space. I'd like to set my offset on the first frame for the noise and then have it be the same throughout the sequence. I tried piping the turbulence into a custom set data node and then in another ICE tree read that data and move the points accordingly. It seems like it's still swimming. I'm guessing the set data node is reading the turbulence every frame? What's the best way to do what I'm asking? Thanks! Byron

