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# Turbulence
Menu Path : **Force > Turbulence**
The **Turbulence** Block generates a noise field which it applies to the particles velocity. This Block is useful for adding natural-looking movement to particles. For more information on the types of noise, see the [Value Curl](Operator-ValueCurlNoise.md), [Perlin Curl](Operator-PerlinCurlNoise.md), and [Cellular Curl](Operator-CellularCurlNoise.md) noise Operators.
![](Images/Block-TurbulenceExample.gif)
## Block compatibility
This Block is compatible with the following Contexts:
- [Update](Context-Update.md)
## Block settings
| **Setting** | **Type** | **Description** |
| -------------- | -------- | ------------------------------------------------------------ |
| **Mode** | Enum | The mode this Block uses to apply the force to the particles. The options are:<br/>&#8226; **Absolute**: Applies the force to the particle as an absolute value.<br/>&#8226; **Relative**: Applies the force relative to the particle's velocity. |
| **Noise Type** | Enum | The type of noise this Block uses to generate the turbulence pattern. The options are: <br/>&#8226; **Value**: Uses [Value Curl Noise](Operator-ValueCurlNoise.md) to generate the turbulence.<br/>&#8226; **Perlin**: Uses [Perlin Curl Noise](Operator-PerlinCurlNoise.md) to generate the turbulence.<br/>&#8226; **Cellular**: Uses [Cellular Curl Noise](Operator-CellularCurlNoise.md) to generate the turbulence. |
## Block properties
| **Input** | **Type** | **Description** |
| ------------------- | ------------------------------ | ------------------------------------------------------------ |
| **Field Transform** | [Transform](Type-Transform.md) | The transform with which to position, rotate, or scale the turbulence field. |
| **Intensity** | Float | The intensity of the turbulence. Higher values result in an increased particle velocity. |
| **Drag** | Float | The drag coefficient. Higher drag leads to a stronger force influence over the particle velocity.<br/>This property only appears if you set **Mode** to **Relative**. |
| **Frequency** | Float | The period in which Unity samples the noise. A higher frequency results in more frequent noise change. |
| **Octaves** | Uint (Slider) | The number of layers of noise. More octaves create a more varied look but are also more resource-intensive to calculate. |
| **Roughness** | Float (Slider) | The scaling factor Unity applies to each octave. Unity only uses roughness when **Octaves** is set to a value higher than 1. |
| **Lacunarity** | Float | The rate of change of the frequency for each successive octave. A lacunarity value of 1 results in each octave having the same frequency. |