Here’s a little experiment I was playing with tonight. It just places some particles randomly on a turbulent vector field. It samples the field using bilinear interpolation to apply force to the particles.
The field moves using two layers of shifting noise that change direction, creating turbulence.
@andymac3d it samples at fixed grid intervals of two moving perlin noise() fields. The noise fields also change their direction of movement over time. This shifting creates the turbulence.
Thanks for the info - I’m a big fan of Perlin noise. As a CGI guy, I tend to use it alot for anything that requires a degree of ‘predictable’ random behavior.
I guess it wouldn’t be too hard to write a class that accommodates a ‘bounded’ turbulence field (i.e. only effects points withing a certain radius from a point) with perhaps attenuation?