View Full Version : Change noise seed on each iteration of an object

12 December 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 December 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


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