But I've tried pinching myself and I'm still here. I really hope someone can help me understand what is happening here, because I feel like I may be having a nightmare. This time, I'm bypassing my grid and starting all shapes at the center, then randomly offsetting them (random from -0.5 to +0.5 on each axis), and this is the result I get: The scaling pixelation thing is an issue, but it is not causing this pattern thing. Something along those lines was causing the strange pattern, I think. So I think it has something to do with execution of random functions inside of switch nodes, or something to do with generating random values in one node to use in another. Once I moved all of that code to the luminosity function of the quadrant node, it worked perfect. This is coming from my limited experience (few months), so someone please correct me if I'm wrong. So as long as the set node is executed *before* you use the associated variables, they should work fine, even with no sequence nodes at all. I'm not sure what it's doing to the first input to ensure it "executes", but that's all it needs to do. So if you imagine it to be a function node, it would literally pass through the second input as the return value. It literally completely ignores the first input and "returns" the second. The sequence node is strange, but actually really simple. ![]() Did you actually get the randomness to work without taking the code out of the switch node? If so, I'd be interested to know what all you changed. But it worked exactly the same both ways, so I assumed it wasn't part of the problem. Yes, I was switching that specific situation back and forth because I was wondering the same thing.
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