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On 2012-01-02 22:57, Antonio Roberts wrote:
Can anyone enlighten me on how you would use [part_info] together with [color] to generate randomly coloured particles, with each particle having a randomly generated colour?
instead of connecting the 4th outlet of [part_info] directly to [color], use it to trigger the generation of 3 random values, and feed those to [color].
if you want the colors to be persistent (that is: a given particle will have the _same_ random colors in 2 consecutive render cycles), you might want to reset the random generator to a given "seed" for each render cycle. a good time and place to do that would be the bang from a [t a b] right before [part_info].
more interesting things could be acchieved by storing the "random" values in a table (of size partnum) and read those values, starting at 0 for each render cycle (again: derived from the trigger [part_info] receives) and incrementing the counter for each particle (derived from the output of [part_info].
fgamsdr IOhannes