Hi Christopher.
I'm glad it's not just me!
--- Christopher Wright <[EMAIL PROTECTED]> wrote:
> > Would I be right in thinking the Random patch only
> > produces one output per frame?
>
> Perhaps. Random's output is (kind of) based on
> time, I think (plus a
> random seed created when instantiated: if you
> copy/paste a RNG you
> get identical outputs from both of them). This
> might be to make
> playback deterministic?
Maybe it uses Patch Time as one of it's inputs. Since
Patch Time is based on elapsed frames, it would always
be the same for Iterations happening on a single
frame.
>
> > Is this a bug, or just a CPU-cycle-saving feature,
> and
> > is there any way to get random values inside an
> > Iterator?
>
> I ran into this too about a month ago -- I believe
> it's for the above
> reason, deterministic output. Unfortunately, I
> couldn't find a way to
> get per-iteration randomness without writing a
> custom plugin (which I
> haven't actually done yet). Maybe there is a
> solution, and I just
> didn't think of it?
I guess you'd have to write a random generator based
on system time or some other input which isn't
frame-related. Unless you could work out a way to
'call' the function only when needed, but potentially
still on a more-than-once-a-frame basis, you'd also
have to make the function output continuously, which
wouldn't be great, efficiency-wise, I imagine.
Do you think we should submit a Feature-Request for a
non-frame-linked Random patch which could produce a
random value per-iteration? Maybe it cold be an option
on the existing one.
I can think of a way to generate a random value for an
iterated loop, actually. It's a bit long-winded
though:
1. Input a random 'static-like' image to the Iterator.
This image only needs to be a 1-pixel strip of a width
equal to the iteration number. It will change every
frame.
2. Use Iterator Variables to sample a pixel with an
Image Pixel patch at a different location on the
'static image' per-iteration.
3. Scale the value of the resulting number as
appropriate.
It's a stupid workaround, but might work. A more
flexible Random patch is a much better long-term
solution, however.
alx
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