HHbomb wrote:- Scale uniform have some problems
* Could you give more detail ? is it when scaling the object itself (the 3dsmax scale)
or the scaling parameters of the Instance transform group ?
When I choose "Fixed" I need to change Scale max ( not too obvious )
When I choose "Randomized Uniform", which parameter I need to change ( x, y or z) ? But none give me a uniform transformation.
Hi,
Regarding "Fixed" being driven by the max value, we did have some concerns about the discoverability of this… Maybe the tooltip on the max fields should document this behavior.
Regarding "Randomized uniformly", you can change X, Y and Z, what it does is use a single random value across all axes to interpolate the final value between min and max, instead of picking three different random values.
To clarify, consider the following two cases:
Case 1:
- Scale min: {1, 1, 1}
- Scale max: {2, 2, 2}.
- If you choose "Randomized", you might get an output value that would be {1.2, 1.9, 1.5}. Each axis is randomized independently.
- If you choose "Randomized uniformly", you will get something like {1.2, 1.2, 1.2}. The axes are randomized in the same way.
Case 2:
- Scale min: {1, 1, 1}
- Scale max: {
4, 2, 1}.
- If you choose "Randomized", you could get {1.3, 1.8, 1}. The final value is at arbitrary places along the way for each axis.
- If you choose "Randomized uniformly", you could get something like {2.5, 1.5, 1}, or you could get {3.97, 1.99, 1}.
This setup would not be a common use-case. If you were to drive this by a gradient texture going from 0 to 1 the final shape would morph between the aspect ratio of the min and the max.
If you want to keep the original aspect ratio of the shape, you will need to set the min and max to each use the same values across their axes, as in case 1.
If you want to change the aspect ratio of the shape but randomize its scale, you set the min and max to have the same aspect ratio.
For example
- Scale min={0.1, 0.2, 0.4}
- Scale max={2, 4, 8}.
- In this case, if you use "Randomized uniformly", all the final values will have this 1:2:4 aspect ratio. For example {1.05, 2.1, 4.2}.
Conceptually it is the same as the difference between using a greyscale texture (single value across all axes) and using a color texture (three different values), to drive the variation.
Locking the axes to use the same value would ideally be an option at the UI level with a toggle.