Random 

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The Random Helper generates a random number value for you to use. Having this kind of ability can be very helpful, and with the Particle input data stream, the random value can also be unique for each single particle connected to this input.

Operator Inputs 

ON - (Bool) This input data stream determines whether the operator is considered 'on' or 'off.' You can connect other operators to this input channel such as a Bool Helper to activate/deactivate the whole operator.

Time
- (Time) This input data stream is used to define the local time for the operator when the user wants to override the default system time.

Particle
- (Particle) This input data stream is used to read in a particle Group to have random data applied to.

Value1
- (Scalar) This input data stream is used to override the Value 1 spinner in the Random rollout.

Value2
- (Scalar) This input data stream is used to override the Value 2 spinner in the Random rollout.

New Value Per
- (Integer) This input data stream takes an integer value that represents how the random number is to be generated. Valid input values are 0 through 2, where:

0 = Call
1 = Frame
2 = Animation
 
Seed - (Random Seed) This input data stream is used to override the Seed spinner in the Random rollout.

Operator Outputs
 
Value - (Scalar)

Rollout Menu 

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Value 1
- This spinner sets the minimum random number that can be created by this Helper.

Value 2
- This spinner sets the maximum random number that should be created by this Helper.

Seed
- This spinner sets the default seed value used to create the random number.

The random seed should be changed when you use more than one random helper in a DynamicSet. Each random helper should have a different random seed.



 
 
 

New Value Per

Call
- For every call to this operator a new random value is created. So every particle will get a different Random value with each call to this operator.

Frame
- Select this option when you want to have a different random result at each single frame of the animation.

Animation
- When this option is chosen, a single random value is created and this value will remain valid for the entire animation. As a result, all particles have one random value at all times when they receive the value in the output data stream.