algorithmic modeling for Rhino
Hi
Can anyone help me with generating quasi random numbers? Or with generating random numbers that are in some way weighted?
I am trying to generate a series of points within a fixed domain with random co-ordinates, but such that it is 'weighted' towards an even spacing.
Please refer to the diagrams half way down the page in the link below
http://www.mathworks.com/help/stats/generating-quasi-random-numbers...
- I have something similar to the 'uniform random scatter' (blue dots) and I want something similar to the 'quasi random scatter' (red dots)
Thank you
Alex
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The Populate2D component outputs distributed values. But it's 2D only. There's also a Populate3D but no Populate1D. If you want random numbers that are well spaced along the numberline, there are some approaches you can take:
Here is an example of just the regular Populate2d, and also a chunk of a example given here by David Stasiuk... There is a slider where you can control the range of movement out of the starting grid. this example doesn't account for what David Rutten refers to in 2. above. Maybe if I have time later I will try that out.
There is also a overview of the current Random generator issues in GH found here
And that third approach can be done with Blur Numbers
Hi David and AB
Thanks so much for all the responses, apologies for getting back so slowly
I'll let you know how it goes!
Alex
for distributing numbers in a domain I prefer to use another method instead of blurring number, because in blurring number we need iteration in to approach a more equal division set , we just need to get progressive addition of set of random number and remap it to assumed interval, that i can share its code if you want but now embed this code in Careless-range component as I decried Here ;
but in case of point generating there are a lots of methods for different purposes.
the image bellow show three different way to approach different random points.
and the result would be like this :
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