Hello,
I'm trying to figure out a way to randomize the seed on MULTIPLE noise modifiers on multiple selected objects. As in: Each object has anywhere from 2-4 noise modifiers and I need to be able to rendomize them all.
So far, I have this from user br0t. It works well for randomizing ONLY the top noise modifier but it doesn't randomize the noise modifiers underneath the top one:
Any suggestions / tips would be greatly appreciated!
macroscript randomNoiseSeed
category:"Custom"
tooltip:"Randomize Noise Seed on selected Objects"
buttontext:"noiseSeed"
(
rollout randomNoiseSeed "Noise Seed" width:117 height:77
(
label lbl1 "Seed Range:" pos:[5,3] width:69 height:15
spinner spn1 "" pos:[5,22] width:44 height:16 range:[0,1000000,0] type:#integer
spinner spn2 "" pos:[69,22] width:45 height:16 range:[0,1000000,9999] type:#integer
label lbl2 "to" pos:[54,25] width:14 height:14
button btn5 "Randomize Seed" pos:[6,45] width:107 height:27
on btn5 pressed do
(
local minR = spn1.value
local maxR = spn2.value
if selection.count > 0 then
(
for i=1 to selection.count do
(
try (selection[i].modifiers[#noise].seed = random minR maxR)
catch (print ("No Noise-Modifier found on "+selection[i].name))
)
)
else messagebox "Select at least one Object."
)--end on
)--end rollout
createDialog randomNoiseSeed
)--end macro
By DotScott1 · 2017-08-09
miauu · 2017-08-09