stevesketch
5/9/2016 - 8:44 AM

#Random_And_Noise

``````// function to call for float

float wiggle(float freq, float amp,int seed, int oct) {
float output;
float noisey;
float f = frameCount*0.01;

noiseDetail(oct);
noiseSeed(seed);
if (seed % 2 == 0 ) {
noisey = (noise(f,f)-0.5)*2;
output = ((sin(f*freq)*noisey)*amp);
} else {
noisey = (noise(f,f)-0.5)*2;
output = ((sin(f*freq)*-noisey)*amp);
}
return output;
}``````
``````Layer 1 - GausianBlur
Duplicate Layer
Layer 2 - GausianBlur*3
Layer 2 - Subtract mode
Merge Layers
Exposure up``````
``````import java.util.Random;

/**
* Returns a pseudo-random number between min and max, inclusive.
* The difference between min and max can be at most
* <code>Integer.MAX_VALUE - 1</code>.
*
* @param min Minimum value
* @param max Maximum value.  Must be greater than min.
* @return Integer between min and max, inclusive.
* @see java.util.Random#nextInt(int)
*/
public static int randInt(int min, int max) {

Random rand;

// nextInt is normally exclusive of the top value,
// so add 1 to make it inclusive
int randomNum = rand.nextInt((max - min) + 1) + min;

return randomNum;
}``````
``````
PVector randomInTri(PVector A, PVector B, PVector C) {
float r1 = random(1);
float r2 = random(1);
float x = (1 - sqrt(r1)) * A.x + (sqrt(r1) * (1 - r2)) * B.x + (sqrt(r1) * r2) * C.x;
float y = (1 - sqrt(r1)) * A.y + (sqrt(r1) * (1 - r2)) * B.y + (sqrt(r1) * r2) * C.y;
return new PVector(x, y);
}``````
``````// call with randomInCirc(circlecenterx, circlecentery, diameter)

PVector randomInCirc(float cx, float cy, float d) {
d/=4;
float t = TWO_PI*random(d);
float u = random(d)+random(d);
d = (u>1) ? 2-u : u;
return new PVector(cx+d*cos(t), cy+d*sin(t));
}
``````
``````int diceRoll = ceil(random(3));
switch (diceRoll) {
case 1:
break;
case 2:
break;
case 3:
break;
}``````
``_``