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


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