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
>>>
>>
>

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