Hey,
I try to construct a rippled, wavy surface. I also almost got it, but in the end I want that the surface smoothly developed from zero at the edges to 1 at attractor for example.
Hope you got what i mean.
In the appendix you will find files to explain my problem.
The ‘range’ slider in my version determines the “range of influence” while the Graph Mapper component shapes the falloff. Without it, the falloff will be linear.
In case it isn’t obvious, the white group produces numbers in the range of 0 to 1 which are later multiplied by the amplitude values being produced by your original code.