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ThreeDee
Lost in Space

Posts: 1672
Filters: 112
Not really a bug, more like a quirk, you can see the "pseudo" in the pseudorandom number generation routine for the loop Randomizers in the following filter. Any Variation setting (by slider) up to 62 will be not very random. Above it, randomity reigns again.

smile:D

Not so random random.ffxml
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ThreeDee
Lost in Space

Posts: 1672
Filters: 112
smile:dgrin:

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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Oh you being sneaky finding FF's inner workings
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Good find. I thought patterning in Randomizer was fixed. We did test it for patterning, but apparently we overlooked something pretty big. Thanks.
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GMM
Moderator
Filter Forge, Inc
Posts: 3491
That's a bug point for ThreeDee.
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Should be fixed in the next hotfix.
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ThreeDee
Lost in Space

Posts: 1672
Filters: 112
Possibly still the same issue: This filter attempts to generate a random color, but every time the first random value (used for R channel) is almost zero, so we get only greens and blues, no reds, yellows or violets.

Random... not.ffxml
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ThreeDee
Lost in Space

Posts: 1672
Filters: 112
(or then it is a LUA math.random issue)
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GMM
Moderator
Filter Forge, Inc
Posts: 3491
We have looked into the math.random issue. better late than never, right? smile;)

In LUA 5.1, when you call math.random for the first time, it returns nothing indeed. It was fixed in LUA 5.2 (the version that is currently used in FF) but we have to inherit the old behavior for the sake of compatibility with all existing script filters.

The workaround is pretty simple: you need to call math.random several times and do nothing with the first call. All subsequent calls should work correctly.
Please consider it a FF-specific quirk, not a bug.
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ThreeDee
Lost in Space

Posts: 1672
Filters: 112
Ok, thanks for the clarification. Possibly a good thing to include in the Scripting wiki?
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