Particles node
Rope Turbulence
A swirling curl-noise field for a Rope System. Unlike wind, which pushes everything one way, turbulence is a vortex field: cables in different parts of the frame are pulled in different directions, and the field itself drifts over time. It is what turns a tidy bundle of cables into something alive.
Inputs
| Port | Type | Default |
|---|---|---|
| EnableOff removes this swirl field from the system. | bool | true |
| StrengthHow hard the swirling field pushes, on the same scale as gravity where 1 is cable weight. Not clamped; 0.2…1 is the lively range. | float | 0.5 |
| ScaleSize of the swirls — small values make wide lazy curls, large values a fine nervous chop. Lifted to at least 0.05. | float | 0.6 |
| SpeedHow fast the swirl pattern evolves. Negatives are treated as 0, which freezes the field into a static shape. | float | 0.6 |
Outputs
| Port | Type |
|---|---|
| Config | structure |
How It Works
Rope Turbulence is one of the four stacking force nodes inside a Rope System. It emits a Config structure each frame; the container gathers all enabled forces (up to 16) and the GPU solver evaluates and sums them per particle, per substep.
The field is analytic curl noise and, crucially, a pure function of position and simulation time. That means two things. First, it is deterministic: the same spot at the same simulation time always yields the same force vector, for every cable that visits it — a replay is bit-identical. Second, being divergence-free and position-pure, it can never inject the kind of runaway energy that would tear a cable; tearing remains a matter of pin separation on the Rope node.
Scale controls the spatial frequency of the field: small values produce large, lazy vortices that move whole cables together; large values produce tight eddies that ripple along a single cable. Speed drives how fast the field itself evolves, on the Rope System's clock — so Time Scale and External Time scrub the turbulence exactly like the rest of the physics. Strength scales the magnitude, with 1.0 equal to 2.5 Grafit units/s², the same calibration as the other rope forces.
Because the field is coherent in space, neighbouring cables move in sympathy rather than independently — the difference between a flock and static.
Parameters in Depth
| Port | Type | Default | Meaning |
|---|---|---|---|
Enable | Bool | true | Off removes this force from the simulation entirely. |
Strength | Float | 0.5 | Magnitude of the curl force; 1.0 ≈ 2.5 Grafit units/s². Negative reverses the swirl direction. |
Scale | Float | 0.6 | Spatial frequency of the noise (minimum 0.05). Low = big slow vortices, high = tight eddies along the cable. |
Speed | Float | 0.6 | How fast the field evolves on the simulation clock (clamped to ≥ 0). 0 freezes a static swirl pattern. |
Output: Config (structure) — collected automatically by the parent Rope System.
Use Cases
- Underwater tentacles — weak Rope Gravity (
Strength0.15) + Rope Turbulence (Strength0.6,Scale0.4,Speed0.3) on free-ended cables: slow, coherent undulation. - Static field sculpting — set
Speedto 0 and raiseScale: the cables settle into a fixed, frozen swirl shape you can then rotate with the system'sRotation Z. - Music-reactive chaos — Audio Analysis High band → system wildcard
+→Strength: cymbals and hats add high-frequency jitter while the low end drives gravity or wind. - Two-layer air — one Turbulence node with
Scale0.2 /Speed0.15 for broad drift, a second withScale2.0 /Speed1.2 and lowStrengthfor surface shimmer: a convincing multi-octave field. - Deterministic replay for capture — drive the system's
External Timefrom a Timer while rendering: turbulence replays identically frame for frame, so multi-pass captures line up perfectly. - Hair in a breeze — pair with Rope Wind: wind gives the direction, turbulence breaks the uniformity so strands separate instead of moving as a slab.
Tips
Scaleis the character knob. If turbulence looks like noise rather than motion, lower it — big vortices read as intention, small ones as vibration.- Position purity means turbulence is safe at high strengths: it will not blow a cable apart, it will only fling it further.
- Turbulence follows the Rope System clock, so freezing
Time Scalefreezes the field in phase — perfect for a hard stop on a beat. - Very high
Scalewith a lowSegmentscount on the Rope wastes the detail; give cables 24+ segments before pushing fine eddies. - Combining turbulence with a Rope Attract set to a tall narrow rectangle produces cables that swirl but keep returning to a column — the classic "spirit" look.
Open Rope Turbulence in the interactive catalog →
Rope Turbulence is one of 381 nodes in Grafit Pro.
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