grandMA3 ユーザマニュアル » ジェネレータ - Random | Version 2.2 |
Generators are objects that allow a dynamic absolute value generation for special purposes, like randomization of absolute values on attributes.
The generator type Random allows the randomization of absolute values of attributes in different ways. Randoms are organized in the Generator pool. The Generator pool is part of the data pools. To address the generator pool objects, use the Generator keyword.
The key to randoms are the different variance values. Without the variance, it would be a very simple phaser, but the variance allows the different values to vary between each "loop" of the random.
Randoms are called into the programmer and affect the defined attributes for the selected fixtures. This programmer information can be stored in presets or cues.
Randoms can only affect the values on the absolute layer.
The random generators have a lot of different settings that affect how the attribute output is randomized. This is a short description of all the different settings:
These settings are applied to a Random Channel. A Random can have multiple Random Channels.
Randoms can be created by editing an empty pool object. This opens the Generator Random Editor.
The top part of the editor contains a sheet area where the Random Channels are rows, and the different settings are columns.
The bottom part has on-screen faders that can be used to edit the selected rows.
The values can be edited on the sheet and fader parts.
There are buttons at the bottom for normal actions like Cut, Copy, Paste, etc. This includes an At button, which can be used to apply the random values to the current selection.
There is a special encoder bar when the editor has focus.
This encoder bar also allows editing the generator values.
The editor's title bar has a button called Revert. Tapping this discards all current changes to the valid values when the Generator editor was opened.
Random Generators are not dependent on specific fixtures. They affect attributes. Having a fixture selection and tapping a Random pool object applies the Random objects values to the attributes of the fixtures on the absolute layer. These are programmer values that can be stored or used as live playback.
The Generator keyword can also be used to apply Random Generators.