![]() ![]() But in other cases you may need to refine exactly what you mean by "random colors". In this case a single random_numbers node with a sufficiently large amount is all you really need. These are still repeating, but now you can feed THAT list into a shuffle node to give the whole thing one more shuffle. Feed your five random hues from your random_numbers node into the repeat node to create a list of 3360 hues. To do this take the total amount of titles, divide by 5, then feed that result as the amount of a repeat node. ![]() That way each title would get its own random color.Īnother option would be to choose, say, 5 possible hues at random, but apply them in a different order each time so the same hues don't keep repeating. You could add a count node to see how many words there are (3358 in this case) and set the amount to that. If you want more colors, choose a higher amount. Each see will produce a different set of 3 hues. If you set amount to 3 you will get the same three random hues applied over and over again.Ĭhange the seed value to verify that these hues are random. Set the random_numbers node to start at 0 and end at 16. To replace this with random colors, just feed a random_numbers node into the hsb_color node instead. ![]() The lookup and convert nodes are sending a list of width-based values, each ranging from 0 to 16. In this case the hsb_color node is set to assign colors in a range of 0 to 16. If you run into any other conundrums please don't hesitate to ask for help. I think it's great that you are modifying other people's stacks like this. If you want to try doing all this yourself (a good way to learn) you can make the same modifications to the untouched "1000_films_sorted.ndbx" network. You can play with my modified network and change the font list to whatever you want. I then zipped the whole folder up and attached it to this note. I made all of these modifications for you using the 1000_films.ndbx network and saved it as 1000_films_random_fonts.ndbx. Just plug that randomized list of 50 fonts into the new font port of network2 and you're done! See attached screenshot for the final result. I then plugged that into a repeat node set to 10 to make a list of 50 fonts, and plugged that into a shuffle node to randomize it. I did this by using a make_strings node to create a list of five fonts installed in my system (I changed its name to font_list so I could find it again). Now all we have to do is feed it a random list of fonts. You can verify this works by changing the font setting in network2: the whole packed poster will change to whatever font you specify. Control click that to publish it again and now the top level network2 has a font port as well. If you go back up a level you will see that network1 now has a font port. To do this you control-click on the font port of that textpath node and choose publish. We want to make font a parameter on the top level so that we can change it as we wish. If you open "network2" on the top level (by control-clicking and choosing Edit Children), then open network1 you will find the textpath node. In this network the textpath node is buried in a sub-sub-network. The first step is finding the textpath node where this happens. So you need to fiddle with things before they get turned into paths. Once it's a path you can no longer access properties like font. You are right: textpath turns a string with font definition into a shape (a path). ![]()
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