emme |
After changing from a higher randomization level to a lower level, or after manually changing control values - the Randomizer outputs incorrect values when Next Variant is pressed. This seems to happen at least with IntSliders.
Example, with an IntSlider: 1. Randomize on High setting (or change a control value manually) 2. Change to Low setting 3. Value generated by Next Variant jumps down incorrectly. More info here: https://www.filterforge.com/forum/read...&TID=15748 |
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Posted: December 8, 2019 1:46 pm | ||
GMM
Moderator
Posts: 3491 |
Thanks for your report - I'm afraid we can't reproduce this behavior. Values generated by Next variant jump correctly in a random order. Here is the video of what we observe, this is the intended behvior:
https://www.dropbox.com/s/ql2qus5hifss...r.mp4?dl=0 And here is the filter used in the video: https://www.dropbox.com/s/xqfcvcfhb6pn...ffxml?dl=0 If your experience is different, please send us your video and the steps to reproduce it. |
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Posted: December 9, 2019 5:08 am | ||
emme |
Ok my bad, I was still using FF8. Just installed FF9 and looks like this has been fixed. Seems to work fine now, thanks
![]() |
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Posted: December 9, 2019 8:42 am | ||
emme |
Actually no, the issue is still present in FF9. Here is a video showing the problem:
https://www.dropbox.com/s/76nxatk8q787...1.mp4?dl=0 Notice how the IntSliders always move down a step after setting randomization from high to low and then getting stuck there. There's something weird going on, I'll do some more testing. |
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Posted: December 9, 2019 3:38 pm | ||
emme |
Bumping this, so it won't get lost.
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Posted: December 12, 2019 9:18 pm | ||
GMM
Moderator
Posts: 3491 |
Thanks emme, it would be impossible to comprehend without the video. Forwarded to the developers.
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Posted: December 13, 2019 4:34 am | ||
GMM
Moderator
Posts: 3491 |
The developers have looked into the Randomizer code. As we suspected, this behavior is by design, though I fully understand UX is harmed by this design decision. Should be probably called a design flaw instead (hope Vladimir doesn't read this
![]() The issue manifests itself on limited-range Intsliders. The Low randomization level puts the new Intslider value within the range of 0.9 to 1.1 of the previous value. For example, when the starting value is 50, the next one will be in the range of 45 to 55. Guess what happens when the starting value is 1? The next one will receive a value of 0.9 to 1.1 which will be rounded back to 1. We'll need to implement a new randomizing logic for Intsliders. I'm afraid I can't give an ETA for that. |
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Posted: December 16, 2019 8:30 am | ||
emme |
Thanks GMM.
I've noticed inconsistent behavior with IntSliders, where they sometimes keep oscillating between two adjacent values and sometimes move one step down and then get stuck there. Perhaps this is by design and just some weird logic, but still smells a bit buggy. If I figure out how to replicate this consistently, I'll let you know. Sounds like on low randomization an IntSlider with 4 steps should move within +/- 0.4 range and always round back to the original value, right? That's the behavior I would expect. Good to hear you'll be working on this. |
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Posted: December 16, 2019 1:45 pm | ||
GMM
Moderator
Posts: 3491 |
emme, we have changed something in the randomization logic in 9.006. Please update and try again.
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Posted: December 30, 2019 8:41 am | ||
emme |
Thanks for the upd ate. The randomizer logic works more consistently now. That being said, I still don't think this design is optimal for user experience.
When the randomization is se t to low, I would expect a relatively low change in the control values. Currently a 2-step IntSlider will change between its values even with low randomization. That's a high relative change. I suggest the relative difference should always be within the randomization percentage range. So, on low setting (+/- 10% change) IntSliders with less than 5 steps should never change (given they would round back to the old value). The basic logic (for relative values in the range of 0.0-1.0) would ideally be something like: new_value = current_value + random(-1,1) * randomization_percentage Absolute values would then be derived from this. I don't know if this makes sense - I'll have to give it more thought later. Anyway, I appreciate the update. Happy new year! |
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Posted: December 30, 2019 4:48 pm |
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