--rand: setting float in seed
float rand(float seed)
vector2 rand(float seed)
vector rand(float seed)
vector4 rand(float seed)
float rand(float seed, float seed2)
vector2 rand(float seed, float seed2)
vector rand(float seed, float seed2)
vector4 rand(float seed, float seed2)
float rand(vector2 seed)
vector2 rand(vector2 seed)
vector rand(vector2 seed)
vector4 rand(vector2 seed)
float rand(vector seed)
vector2 rand(vector seed)
vector rand(vector seed)
vector4 rand(vector seed)
float rand(vector4 seed)
vector2 rand(vector4 seed)
vector rand(vector4 seed)
vector4 rand(vector4 seed)
ex1).
vector pos = 1;
float seed = 0;
pos *= rand(seed);
ex2).
vector pos = 1;
float seed = 0;
pos *= float(rand(seed));
ex3).
rand(@ptnum+0.46513523135) ;
--random: setting integer in seed
float random(float|int position)
vector random(float|int position)
vector2 random(int position)
vector4 random(float|int position)
Generate 1D, 2D, 3D, or 4D noise based on a 1D position.
float random(float|int xpos, float|int ypos)
vector random(float|int xpos, float|int ypos)
vector4 random(float|int xpos, float|int ypos)
Specify a 2D position in the noise field using two numbers.
float random(vector position)
vector random(vector position)
vector4 random(vector position)
Specify a 3D position in the noise field using a vector.
float random(vector4 position)
vector random(vector4 position)
vector4 random(vector4 position)
Specify a 4D position in the noise field using a vector4.
ex1).
random(@ptnum+46213) ;