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*On 05/06/2010 at 09:15, xxxxxxxx wrote:*

Here is an example of the noise I am getting when I apply the Turbulence() noise function to my cube.

The code I use to do this is:

```
Real arr[12];
InitFbm(arr,10,0.1,0.5);
for (int i = 0; i < pointCount; i++)
{
Real rmf = RidgedMultifractal(arr, points[i], octaves, offset, gain) * 2;
Real turb = Turbulence(points[i],octaves, abs) * 2;
Real wavturb = WavyTurbulence(points[i],time, octaves, 1) * 2;
Real noise = PNoise(points[i], points[i]) * 2;
turb = turb * pi;
Real turb1 = (1 - cos(turb)) * .5;
//RIDGED MULTIFRACTAL
if (bc->GetLong(SPACEROCK_NOISE_TYPE) == SPACEROCK_RIDGEDMULTIFRACTAL)
{
points[i] = points[i] * rmf;
}
//Turbulence
if (bc->GetLong(SPACEROCK_NOISE_TYPE) == SPACEROCK_TURBULENCE)
{
points[i] = points[i] * turb;
}
//Wavy Turbulence
if (bc->GetLong(SPACEROCK_NOISE_TYPE) == SPACEROCK_WAVY_TURBULENCE)
{
points[i] = points[i] * wavturb;
}
//Noise
if (bc->GetLong(SPACEROCK_NOISE_TYPE) == SPACEROCK_NOISE)
{
points[i] = points[i] * noise;
}
}
```

This is for all noise functions but you can see within this how I am using the turbulence() function. I get the same basci result for all the functions. Just a clutter of noise.

I would like the have a more even transition between the points so that they are not flying all over the place. Could anyone guide me toward how I would accomplish this?

Thanks,

~Shawn