I don't feel like your questions have anything in it that would make me feel that way.
The simplest way to understand the Formula effector is to put just a number into the formula field. When you use a 1.0, all parameters and results of the effector will have 100% (if not limited by other sliders in the Cloner, for example, or Fields). So, if you place a 0.5, you get half of the values. Even the gray value (Cloner Color -Transform- set to black)
Each Clone typically has an ID. Which are integer numbers, like 1 or 6 [not 1.3 or 6.1]. You wanted to have four clones, so I used the Modulo to divide it by four, which gives me the remainder. As a result, you get four gray values.
These four gray values are fed then into the Colorizer or Ramp to translate them to Color.
That would give you a static result. So I use the f -slider, and since that is a Real number (6.1, for example) and animation would not blend from one color to the next, hens the Formula, which cuts the .1 from 6.1 (for example) away. This means it adds only full integer numbers, creating a running light.
The gray values are not easy to predict for the editor and rendering simultaneously, as we have gamma and linear values in the game; hence, I suggest rendering to see what happens. To have linear values in the display is not easy to work with. So we have to deal with both
This looks to me like a 4x4 matrix. In other words, one would create combinations that result in a square of one or the same size as a package of a few. Those packages are then set as Child Objects under a Cloner with a Random distribution. Different S.Y [scale], or 90º rotational increments for each 4x4, will increase the variety.
I usually place the rnd(value; seed) into Formula fields, like rnd(123;456). However, if stable results are required, I can confirm that this is not working with the MoSpline.
I have to file a report about it.
Two option. Place a Create> Spline> Empty Spline into the Destination field, and at the exact moment you have a setup you like, switch the MoSpline off. Perhaps even clear the Destination field.
Of course, the Object Manager> Object> Current State To Object will do the same. But if the Spline (Segment) is used somewhere else, the CSTO option requires connecting the new results.
If you have more questions, please never hesitate to ask.
The offer to get chocolate from Switzerland is super tempting. Literally, very sweet of you! Thank you very much! But it certainly is not allowed to send food to the U.S.; I don't want to bring anyone in trouble.
Your offer made me smile, as I have visited Friends in Switzerland often or had the pleasure of being there for a while while traveling to Italy or France. (I lived in Berlin and Munich for two+ decades. So that was easy)
Your offer made me think about the decades of traveling in Europe and the little mountain of chocolate I ate. 😉 That is already a gift.
I wish for your project and look forward to the movie. Thanks for the offer!
The best option is to either bake the information or cache it. If information is cached, it is available at the beginning of the frame. If information is not processed when needed, the available information is used, which means from the previous frame. This can add up in a change reaction.
On the other hand, caching and baking means that most of the work is done, and data is provided much faster.
Then there is in some cases that the machine is too slow, but the setting All Frames is chosen, so it can't play in "real-time". All frames are the little Icons in the middle of the timeline, with the A in it.
The easiest way is to cache first what other parts need, then the next, and so on. Sometimes the cache stores the information, but it requires shutting off the initial influence, for example, the Skin Object, to avoid double influence.
Please keep asking questions, as I believe that a problem comes back until it is solved. So, I try not to avoid anything here, and please never take my "moderation" (AKA keeping things organized) personally. New theme, new thread. Same question, old thread. Yes, yours was slightly different the second time; hard to find the right balance.
So far, I have answered Cinema 4D questions over 35,000 times in a Forum. The times I had to say there is no option (AFAIK) are very low. You can check even the past twelve years at Cineversity.com.
I'm sure that I do not know all, as I might find tomorrow a solution for something I was not aware of today. However, each question leads me to explore, and I'm under the impression that there is no failure, only gained experience. I assume I have some experience. 😉
So, I am happy to get your and other questions; they lead me to things I wouldn't have explored otherwise. I also try to understand the overall tendency and put this in discussions during our meetings into the mix. I try to be a voice for our members here, but please use the "Share Your Idea option; otherwise, I sound like someone who generalizes things without factual background. Thank you.
With that being said, I tried today several other options. But even if you use the path of the Sweep and cut that, the resulting shape with have straight edges in x, y, or z, per clone, staircase-like, not tilted as the spline asks for...