I have implemented a basic particle system using transform feedback in openGL, hoping to replicate a dust cloud.
I have looked at methods of adding turbulence, such as vortices found here.
But they do not give the desired effect. The guide discusses the idea of using perlin or simplex noise to add turbulence.
But I don't understand how this is done?
Would you use a pre-generated noise texture and take sample data from it?
Or calculate data at run time in the shader?
What is the basic idea behind implementing noise turbulence?
Edit: My main question would be, how do you get a turbulent velocity from noise values?