What he said.

Often randomness and testing values gives unexpected (faulty?) results that 
don’t show or matter on large amounts of particles – but they can show on small 
numbers or in very precise or controlled situations. If you think your logic is 
right and it doesn’t work as expected – it’s worth a look inside the compounds 
that are open – see how things are done, and occasionally fix things.

And just because your title was ‘modulo’.. 
get particle id > modulo by x > select case 0,1,2... > set attribute.

the random possibility node is much more convenient and flexible for 
percentages, 

but with ‘modulo + select case’ you can do some interesting distributions and 
control totally different things at once (by plugging execute nodes in the 
cases) eg. every second particle is assigned an instance, 3rd and 7th get a 
different color,... 





From: Ed Manning 
Sent: Monday, April 11, 2016 3:17 PM
To: [email protected] 
Subject: Re: Modulo ? Modulo ?

On Mon, Apr 11, 2016 at 6:19 AM, Christopher Crouzet 
<[email protected]> wrote:

  The 6/4 result is to be expected and is not related to a rounding issue but 
simply to the nature of randomness—setting a ratio of 0.5 doesn't guarantee a 
50-50% split, it only means that the distribution will tend towards this goal, 
especially when the number of samples will be high enough (and 10 samples 
definitely isn't much at all).


Yes!  ICE factory nodes have inherent problems with small sample sets (precise 
numbers of particles). "Generate Sample Set," for example, which lurks within 
many factory compounds, but cannot be edited, has this tendency. I think this 
is one reason you find so many people who do deterministic particle animations 
(e.g. non-simulated ICE trees for strand animations like, say, LKLightning) end 
up building their own "emitters" and other compounds from really low-level 
components or in C++.

I ran into this recently when trying to use factory nodes to build a very 
simplified simulation framework that operated on very small populations of 
particles that had to emit at precise locations at precise intervals. Every so 
often, I'd get some "missing" particles and some doubled ones. I think this 
actually happens in simulations all the time, but we don't care since we're 
generally looking for large numbers of particles and statistically-accurate 
aggregate behavior rather than precision.





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