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How do you randomly affect a large number of objects’ opacities
I’m working on a project where I need to have, due to the size of the composition, thousands of small squares vary in opacity over time. I have been attempting to use expressions to map the value of a fractal noise control layer to the opacity value of the squares using point sampling, which after struggling with for a while i got to vaguely work. The computer I have to use is not very powerful at all so I have yet to see the opacity change dynamically. I know that I can make lots of copies of a square using repeat, but I’m afraid that the squares will only vary according to the value behind the original square, making all the squares change at the same rate, not vary individually, making rolling patches of opaque squares.
Below is the expression I’m using to control the opacity
sourceLayer=thisComp.Layer(“Control Layer”);
sampleSize=[1,1];
samplePoint=transform.position;
color=sourceLayer.sampleImage(sampleSize,SamplePoint);
x=color[0]*100
[x]I suppose wiggle could achieve a similar look but i really am going for those roving bands of squares.
Any suggestions?