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JenniferK
Posts: 26
How exactly does the "chance" parameter work with the bomber component?
I'd assumed if you mapped it with, say, a black to white linear gradient, that the majority of particles would land on the white side, tapering off in the gray (middle) area and not occurring at all where it's 100% black.

Yet when I tried to set it to only put ONE particle in a limited space (that is, a mostly black matte with a small white patch) the particle doesn't always appear. Instead of of putting the particle within the patch, it seems that said particle is placed randomly within the field. If it lands near the white patch, it's visible. If not, we don't see it. Is this how it works? If so, is there a workaround to let a particle always appear within a limited range?
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Rachel Duim
So Called Tortured Artist

Posts: 2498
Filters: 188
The best way i could think of explaining how chance works along with particle placement was an example. The example attached is a 4x4 Bomber grid with 4 non-overlapping particles of different colors in FF7. You can change the chance and see how it works as well as checking out how random positions will work as well. Also note the positioning changes to half grid lines as the Density is increased. Does this help at all?

Bomber Chance Particles.ffxml
Math meets art meets psychedelia.
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
I may have perhaps an example of bomber particle distribution that maybe could also help

Xia Script By xirja

This filter uses Tiles with different grayscale to modify the chances of bomber
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