How about plugging that animated Scalar node's output into a Multiply
node's first input, then on its second input you plug either a Turbulize
Around Value or a Randomize Around Value, where either's "base value" is
set to 1. That should do it.
On 4/17/2012 4:02 AM, Thomas Volkmann wrote:
Good morning List,
maybe it's just too early, but I have a scalar-node with animation on
it (that is supposed to drive scaling) and I want it to offset to get
some variation. Is this possible in this easy way, or do I have to
give each point a triggerAtFrame-attribute, compare to current frame
and use a new state (or similar using an if-node).
How do you do this normally? (I do it with if-nodes, current-frame
compared to triggerFrame and rescaling usually, but my mind is so slow
this morning that I am longing for a quick one-node solution)
Thanks,
Thomas