Turbulence

 

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Turbulence Settings

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Mixture controls

The controls in the Mixture group control the visibile nature of the turbulence applied to the basic flame shape that then produces the final flame texture.

Octaves

The Octaves setting determines how turbulent the final texture is. A setting of 0 (Zero) will diable the turbulence altoghther - the result will be the underlying basic flame shape determined from the Shape and Colour controls.

Increasing values of Octaves will result in increasingly turbulent textures, with more and more detail becoming evident in the flames. You will reach a point, however, where increasing the Octaves will no longer produce any more detail - this being determined by the resolution of the displayed texture. This means two things:

  1. The material preview windows will normally stop displaying a change in texture as you increase Octaves before the actual rendered texture will (assuming the rendered texture is larger, in pixels, than the material preview window).

  2. There is a point at which there is no point in increasing the Octaves value, as you will only spend time calculating detail that cannot be displayed at the resolution available - i.e. your renders will take longer for no benefit.

X Scale

The X Scale setting determines the scale of the turbulence in the horizontal direction of the texture, or, in other words, the size of the features created by the disturbance creatred by the turbulence. Increasing values of X Scale will create smaller sized features but in increaing number.

Y Scale

The Y Scale setting determines the scale of the turbulence in the vertical direction of the texture, or, in other words, the size of the features created by the disturbance creatred by the turbulence. Increasing values of Y Scale will create smaller sized features but in increaing number.

Seed controls

The turbulence produced is based on a psuedo-random number sequence. What psuedo-random means is that, whilst the sequence appears random, it is in fact predictable and repeatable. This has its good points and its bad points.

One of the good points is that the resultant texture is repeatable, i.e. with a given set of parameters you will always end up with the same image/s. This becomes important if you try to do advanced things like animate lights in sequence with the shape of the flame texture to imitate the flickering of firelight.

The bad thing is, every flame you create in your scene would end up looking exactly the same shape and move in exactly the same way. This looks very bad, as the human eye-brain combination is very good at recognising patterns - both static and synchronised movement. This is where the seed controls come in. The Seed determines where in the psuedo-random sequence the texture generator should start generating numbers. By setting the starting point at a different location for each flame in the scene, the resulant flame images are typically very different in shape and movement. If you do happen to end up with two flames looking too similar simply change the seed value for one of them.

Seed

The current Seed value is displayed and can be manually edited in this field.

Randomise

The Randomise button simply saves you trouble of thinking up a random seed value and typing it into the Seed edit control. It generates a random seed value for you with the click of a button.