r3mprand
real/code/r3mprand.h
r3code
Random shader. Uses random generator to define material properties.
r3Mplevel
R3CLID_MPLEVEL
r3Mprandom
R3CLID_MPRANDOM - 373
int R3RegisterMPRandomClass(R3APP *app);
Density
Density
R3MPRANDOMA_Density
Number
R3FLOAT
0.0 ...1.0
jsobj.SetDensity(value);
value = jsobj.GetDensity();
R3FLOAT value = ...;
R3SetAttrs(r3obj, R3MPRANDOMA_Density, value, R3TAG_END);
R3FLOAT value;
R3GetAttrs(r3obj, R3MPRANDOMA_Density, &value, R3TAG_END);
Amplitude
Amplitude
R3MPRANDOMA_Amplitude
Number
R3FLOAT
variation range of the signal
jsobj.SetAmplitude(value);
value = jsobj.GetAmplitude();
R3FLOAT value = ...;
R3SetAttrs(r3obj, R3MPRANDOMA_Amplitude, value, R3TAG_END);
R3FLOAT value;
R3GetAttrs(r3obj, R3MPRANDOMA_Amplitude, &value, R3TAG_END);
Base
Base
R3MPRANDOMA_Base
Number
R3FLOAT
min/center value
jsobj.SetBase(value);
value = jsobj.GetBase();
R3FLOAT value = ...;
R3SetAttrs(r3obj, R3MPRANDOMA_Base, value, R3TAG_END);
R3FLOAT value;
R3GetAttrs(r3obj, R3MPRANDOMA_Base, &value, R3TAG_END);
1D
1D
R3MPRANDOMA_1D
Boolean
R3BOOL
1d if TRUE
jsobj.Set1D(value);
value = jsobj.Get1D();
R3BOOL value = ...;
R3SetAttrs(r3obj, R3MPRANDOMA_1D, value, R3TAG_END);
R3BOOL value;
R3GetAttrs(r3obj, R3MPRANDOMA_1D, &value, R3TAG_END);
Centered
Centered
R3MPRANDOMA_Centered
Boolean
R3BOOL
base-centric amplitude if TRUE
jsobj.SetCentered(value);
value = jsobj.GetCentered();
R3BOOL value = ...;
R3SetAttrs(r3obj, R3MPRANDOMA_Centered, value, R3TAG_END);
R3BOOL value;
R3GetAttrs(r3obj, R3MPRANDOMA_Centered, &value, R3TAG_END);