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

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