Turbulence
Push particles around in swirls that drift and change: for smoke-like motion, dust, magic and anything that shouldn't move in straight lines.
Push particles around in swirls.
- Add it
- EventAdd OperatorForcesTurbulence
- Sends on
- Nothing: it has no wire.
- Influence
- Yes: it does as much as a value says, particle by particle (0 none, 1 all of it).
When to use it
Turbulence breaks up straight lines: sparks that wander, dust that eddies, snow that flutters, magic that swirls. It pushes each particle by a smooth field of swirls that drifts through space, so neighbours move alike and the motion looks like moving air.
Settings
As the flow editor’s sidebar shows them. Changing any of them marks the bake old; those marked Keyframable can also change through a bake.
One of the flow’s number values, to weigh it by, particle by particle. Empty for all of it, on all of them. See Influence.
Strength is how hard the swirls push. Swirl Size is how big they are: small swirls make particles jitter, big ones make them sweep in long curves. Keep it near the size of the effect: half a metre for a handful of sparks, several metres for a snowstorm. Swirl Change is how fast the pattern changes: 0 keeps it still, so particles follow the same paths.
The pattern comes from the simulation's Seed: another seed, another pattern.
Works with
- Drag: with a high Amount, particles go with the swirls more and fly through them less.
- Influence: a value can calm some particles and stir others.
Problems you may see
The editor raises no problems of its own for Turbulence.
Related
- Swirl, for one big whirl round an object
- Sparks, dust and magic