--- title: "Object Properties" url: "https://help.maxon.net/c4d/en-us/Content/html/OTURBULENCE-ID_OBJECTPROPERTIES.html" section_path: "Simulate Menu > Forces > Turbulence object > Object Properties" element_id: "OTURBULENCE" group_id: "ID_OBJECTPROPERTIES" description: "If this value is set to 0% random velocities will be generated for each individual particle. If any other value is entered a three-dimensional noise will …" --- ## Object Properties ### Strength Parameter ID: `TURBULENCEOBJECT_STRENGTH` · Range: [0..+∞m] The strength of the turbulence. ### Scale Parameter ID: `TURBULENCEOBJECT_SCALE` · Range: [0..+∞%] If this value is set to 0% random velocities will be generated for each individual particle. If any other value is entered a three-dimensional noise will be applied that will affect the particles. The **Scaling** value simply defines the size of the noise. The smaller the noise the more randomly the particles will be dispersed; the larger the noise the more homogenous the particle flows will be. ### Frequency Parameter ID: `TURBULENCEOBJECT_FREQUENCY` · Range: [-∞..+∞%] If the noise should change over time enter a value not equal to 0. The irregular noise will generate particle streams that will change homogeneously. Lower values will cause the noise to change more slowly; larger values will cause the noise to change more quickly. A value of 0 will cause the noise to be static, resulting in a constant stream of particles in a given direction, as shown in the image below: ![Image: 024471.jpg](https://help.maxon.net/c4d/en-us/Content/Resources/Images/024471.jpg)\ Clockwise from top left: increasing **Frequency** value. ### Mode Parameter ID: `PARTICLEBASE_MODE` Here you can define how a Force Objects should affect dynamic objects (these settings have no effect on particles): - **Acceleration**: The modifier twirls the objects around without taking their mass into consideration. Even ,heavy’ objects will behave like feathers. - **Force**: This mode takes the objects’ mass into account, i.e., the ,heavier’ an object is the less it can be affected by the modifier. - **Aerodynamic Wind**: This mode will actually create a flow of air (current) that will cause the objects to react according to their [aerodynamic](https://help.maxon.net/c4d/en-us/Content/html/DYNRIGIDBODYTAG-RIGID_BODY_GROUP_FORCE.html.md) shape. This mode is not available for all modifiers - only for those for which it serves a useful purpose (e.g., Wind, Turbulence, etc.). Note that when using the **Aerodynamic Wind** option, its effect will differ depending on the object over which it flows: - **Rigid Bodies**: The wind will be calculated at the center of the Rigid Body and remain constant across the entire object surface. - **Soft Bodies**: The wind (strength and direction) will be calculated per polygon or vertex and will affect the object accordingly.