Overview
pTurbulence applies an animated 3D noise field to particles. Each particle receives a push based on its position in this field - the result: unpredictable, natural motion.
Without pTurbulence, most particle chains look mechanical and artificial. With just a little turbulence, everything instantly becomes more believable - it is the essential force of the particle toolkit.
Where to find this node
- Effects Library:
Tools > Particles > pTurbulence - Quick add: right-click in the Node Editor →
Add Tool > Particles > pTurbulence
Inputs
- Particle Input (orange) - output of a particle node.
- Region Input (green/magenta) - optional. A bitmap or 3D mesh that defines the area where the turbulence applies.
Setup
Organic smoke:
pEmitter (smoke sprite, Velocity Y +0.02) → pTurbulence (moderate X/Z Strength)
→ pRender
Living fire:
pEmitter (fire sprite) → pTurbulence (X/Z strength, low Y)
→ pDirectionalForce (Y up to rise)
→ pRender
Ambient dust:
pEmitter (low Number, very long Lifespan, minimal Velocity)
→ pTurbulence (light Strength on X/Y/Z)
→ pRender
(floating air atmosphere)Controls tab
- X / Y / Z Strength
- Amplitude of the chaotic motion on each axis. Higher = stronger disturbances. Allows anisotropic turbulence (e.g. strong on horizontal X/Z, weak on Y for rising smoke).
- Strength Over Life
- A spline editor that controls turbulence based on the particle's age. E.g. calm new particles, turbulent old ones (a gradual dispersion effect).
- Density
- Scale of the noise field. See the dedicated section.
- Scale X / Y / Z
- Stretches the field on each axis. Allows an anisotropic field (e.g. wider variations horizontally than vertically).
- Time Scale
- How fast the field evolves over time. Higher = a field that changes quickly (jittery turbulence). Low = a nearly static field.
- Random Seed
- Seed of the noise field. Lock it for reproducibility.
- Conditions (Sets)
- Applies the turbulence only to certain particle sets.
Density: wave vs fine variations
- Low Density
- A very wide noise field. Nearby particles get the same disturbance → a wave effect, particles move as a group (like a swaying crowd).
- High Density
- A fragmented field with small cells. Each particle gets an individual disturbance, different from its neighbors → a fine variations effect, particles moving independently.
Rule: a cloud/crowd moving together → low Density. Individual twinkling particles → high Density.
Use cases
- Organic smoke - moderate X/Z Strength, low Y, low Density = smoke swaying as a group while rising.
- Living fire - high X/Z Strength (dancing heat) + reverse gravity = natural flames.
- Dust / ambient particles - very low Strength on every axis, low Time Scale = gently floating dust, very natural.
- Snow with turbulent wind - high X Strength + negative Y Velocity (falling) = snow that falls but gets tossed by the wind.
- Crowd / school of fish - low Density + moderate Strength = a coherent swaying group, a "school of fish" effect.
- Chaotic sparks - high Density + strong Strength = each spark goes in a different direction, an explosion look.
- Water mist / turbulent haze - moderate Strength + high Time Scale = haze that evolves quickly in every direction.
Tips
- Moderate Strength for most cases - 0.01-0.05 is often enough. Too high = particles tossed around with no clear direction.
- Anisotropy for realism - rising smoke: low Y Strength to let the rise dominate, stronger X/Z for the horizontal dance.
- Time Scale proportional to particle speed - slow particles (smoke) = low Time Scale. Fast particles (fire) = high Time Scale.
- Strength Over Life for dispersion - a rising curve: particles get more and more turbulent as they age = a natural dispersion effect.
- Always combine with a direction - pTurbulence alone = particles going in every direction. Always pair it with pDirectionalForce (gravity) or the pEmitter Velocity for a dominant direction.
- Density by effect type - smoke/cloud = low Density (wave). Explosion/sparks = high Density (individual).
- Multiple pTurbulence nodes - stacking 2 pTurbulence nodes with different Density and Time Scale = very realistic multi-scale turbulence (big waves + small ripples).
