View Full Version : Change noise seed on each iteration of an object
12-13-2003, 01:02 PM
Hi guys. I need to create the curb of a road so i've made a curb stone and need to have 500 or so instances going down the road. BUT, i'd like to use a different seed for the modifier on each stone, so they look a little diffeent. I can do this with script if they're all different objects but surely there's a way of making them all instances 'cause they're the same object but just apply a different seed to each one. Is this possible??
12-13-2003, 01:26 PM
This cannot be done using instances. You can use References tho to have instanced baseobjects with unique noise modifiers. You can then use maxscript to randomize their seeds:
with redraw off
for obj in selection do
m = obj.modifiers[#noise]
if m != undefined then m.seed = random 0 12345
01-16-2006, 11:00 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2015, Jelsoft Enterprises Ltd.