A clean way to randomly and evenly randomize integers?

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I have a scene with about 50 ropes, I made about 20 textures, I want to generate a random index I can use in my shader to tell it which texture to use. I am using "cluster", with class I got from "connectivity". This does essentially what I want, however, since the class numbers are close to each other, it is "clustering" them, so for instance you see 3 next to each other using the same texture. I feel like I fiddled with all the options on "cluster" and cannot really shake this.

Someone came up with this for me, but it leaves some being used 4 times, and others none. I wish there was a way to "relax iterations" like there is with a scatter to get an even distribution.

int grpCnt  = 10; //Number of groupings
i@myGrp = int( rand(@class) * grpCnt );//Randomize order


Thanks!
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Hi, try the approach in the hip file, it will ensure that the next texture has a different id.

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Attachments:
Rand_Avoid_Previous.hiplc (117.9 KB)

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viklc
Hi, try the approach in the hip file, it will ensure that the next texture has a different id.

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Thanks so much for this, that is an interesting approach!
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Another simple trick is to use random_sobol() instead of rand(). Its designed to give a more evenly spread-out distribution.
Edited by Ankit_Pruthi - 2024年8月1日 01:17:42
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Ankit_Pruthi
Another simple trick is to use random_sobol() instead of rand(). Its designed to give a more evenly spread-out distribution.
That is exactly what I wanted, thank you! I did not know about that function.
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