I'm finally getting the hang of functions, although if anybody has any major crits or suggestions, let me know.
The attached clip is a 'turbulence' function. Wherever you might need to use a 'get position', you can use this instead.
It works very simply.
1) Get position (a set of coordinates, returned as a vector)
2) break out each component of the vector (x, y and z axes)
3) create some perlin noise (this is where the turbulence is adjusted, btw)
4) offset each axis with the noise (by adding)
5) recombine the three scalar components back to a vector so that it can simulate a position value
No inputs, only one output, the perturbed position.
In these examples I used the 'Voronoi 3D diff scalar' function, which requires some kind of position information at its input.
Normal get-position input: (color only)
[attach=2]
With turbulated position as the input: (color only)
[attach=1]
With turbulated position as the input: (as a displacement in a surface layer, constrained to mostly vertical surfaces)
[attach=4]