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2023-02-27 12:54 PM
Hello,
I have a simple block using FOR – TO – NEXT to duplicate it, is there a way to add a random texture origin to each duplicated so there is no visible texture repetitions?
Juan.
Solved! Go to Solution.
2023-03-22 08:39 AM
Yes, you have to move it along X axis to change.
Using bare SYMB_POS_X as the seed is predictable, it might not look good with repeated objects. The % trick works well when the changes of the dividend are huge relative to the divisor. For a huge dividend you need a huge seed.
There are two ways to work around this:
2023-04-18 11:12 AM
Yeah... need an internal origin version of SYMB_POS_X. The material will change as you move the entire object around....Would have thought that multiplying it by a value that changes every loop would work, but apparently not...
AC22-23 AUS 7000 | Help Those Help You - Add a Signature |
Self-taught, bend it till it breaks | Creating a Thread |
Win11 | i9 10850K | 64GB | RX6600 | Win10 | R5 2600 | 16GB | GTX1660 |
2023-04-19 05:11 AM - edited 2023-04-19 06:54 AM
So, I inserted a text output after the material line with the expression of the the randomised array output, and each iteration through the loop gives a different number and has a different material applied to it, so it does work. It is just for some reason not applying to my prism_, cylind or cpism_{2}... I thought maybe group might be affect the interaction, but moving the command to within the group did not change anything...
Ling.
ps. I put my test text and shapes in a group, and they all became uniform...
pss. Solved.
PLACEGROUP CREATEGROUPWITHMATERIAL (Square_Top, 2, 1, mat_array[int(rnd(abs(iDis)) % mat_count) + 1])
This does add ALOT of lines though...
AC22-23 AUS 7000 | Help Those Help You - Add a Signature |
Self-taught, bend it till it breaks | Creating a Thread |
Win11 | i9 10850K | 64GB | RX6600 | Win10 | R5 2600 | 16GB | GTX1660 |