On a side note, I was unable to find a way to do this without using a Repeat node, I'd be curious to see if anyone can (or find a better way to generate the hash value). Not that speed should ever really be a issue using a repeat for something like this.
DAN On Wed, Feb 26, 2014 at 12:35 PM, Dan Yargici <[email protected]> wrote: > Here you go. > > Unfortunately, if you rename an object later you'll have to save and > reload your scene to see the change as the ICE Reference to String node > doesn't appear to refresh when you rename things. :( > > > > > On Wed, Feb 26, 2014 at 9:58 AM, Dan Yargici <[email protected]> wrote: > >> As all objects have unique names you can generate a simple integer hash >> from that. I made a compound recently to do this. I'll try and find it >> when I have a moment. >> >> DAN >> >> Sent from my phone... >> On 26 Feb 2014 05:18, "pedro santos" <[email protected]> wrote: >> >>> Maybe I did a bad search, but googling "ICE ID Object Random" didn't >>> help much. >>> >>> What I'm looking for basically is that when I duplicate an object with >>> an ICE Tree using a Random section, that the Seed also changes. >>> Thought of using the object's ID as seed. Couldn't find something that >>> would be that. "ID" seems to be per-point and I can't even Set Data to a >>> temporary attribute to display its values. >>> >>> So how do you guys do to have a copy of the same ICE Tree giving a >>> different Seed per object? >>> >>> Thanks! >>> Pedro Alpiarça dos Santos >>> >> >

