public float getConcentration(float x, float z)                                 //"based" on the model from the article that Gustav sent us
    {
        float distPow2 = MathFloat.Pow(x - xCord, 2) + MathFloat.Pow(z - zCord, 2); //calculates the dist^2 just to make the next row more readable
        float c        = i_0 + max * MathFloat.Exp(-distPow2 / d);                  //calculatates c

        return(c);
    }
    public float GradZ(float x, float z)
    {
        float dist = -MathFloat.Pow(x - xCord, 2) - MathFloat.Pow(z - zCord, 2);

        return(-2 * MathFloat.Exp(dist / d) * (z - zCord) / d);
    }