The turbulence is in global space, so when your object moves through space,
it's actually moving through the noise.

Maybe if you parent the mesh to null and animate that, then use that null's
global position plugged into the xyz position of the turbulence, that
should keep your points constant with the turbulence applied.

Eric


Freelance 3D and VFX animator

http://vimeopro.com/user7979713/3d-work


On Tue, Dec 10, 2013 at 4:57 PM, Grahame Fuller <grahame.ful...@autodesk.com
> wrote:

> Did you turn off "Is Animated"?
>
> gray
>
> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Byron Nash
> Sent: Tuesday, December 10, 2013 4:47 PM
> To: softimage@listproc.autodesk.com
> Subject: Static Turbulence
>
> I have an animated ground plane mesh I brought in from Maya as a FBX
> cache. I need to add some high frequency noise to it and send it back. My
> first pass has nice noise with a quick turbulence node but it sort of
> "swims" as the mesh moves through space. I'd like to set my offset on the
> first frame for the noise and then have it be the same throughout the
> sequence. I tried piping the turbulence into a custom set data node and
> then in another ICE tree read that data and move the points accordingly. It
> seems like it's still swimming. I'm guessing the set data node is reading
> the turbulence every frame? What's the best way to do what I'm asking?
>
> Thanks!
>
> Byron
>

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