Timeline for Geometry nodes: how can I get a different random float (or seed) for each object?
Current License: CC BY-SA 4.0
18 events
when toggle format | what | by | license | comment | |
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Jun 23, 2021 at 14:06 | vote | accept | Alexandre Marcati | ||
Jun 23, 2021 at 13:39 | answer | added | Gorgious | timeline score: 3 | |
Jun 9, 2021 at 19:59 | comment | added | Alexandre Marcati | "but every object should get a different value?" Yes. Since this is possible and trivial to do with shader nodes I assumed it would be equally easy to do with geometry nodes, but it seems I was wrong. | |
Jun 9, 2021 at 19:52 | comment | added | Emir | So, what you need is one geometry nodes to control 200 individual objects but every object should get a different value?... I think the only way to do something like this is if you use all those objects inside a collection and use Geometry nodes to make instances of the objects (like a grid) but i'm not sure if that works whit physics | |
Jun 9, 2021 at 19:32 | comment | added | Alexandre Marcati | Guess I was tryng to kill a fly with a handgun... | |
Jun 9, 2021 at 19:31 | comment | added | Chris | yes, i think so you. and this would be pretty easy. | |
Jun 9, 2021 at 19:30 | comment | added | Alexandre Marcati | Perhaps would be easier to just create a driver to use in each objects scale parameter, without using geometry nodes. | |
Jun 9, 2021 at 19:28 | comment | added | Alexandre Marcati | Sorry, what didn't work? | |
Jun 9, 2021 at 19:28 | comment | added | Chris | @AlexandreMarcati: didn't work unfortunately. | |
Jun 9, 2021 at 19:20 | history | edited | Alexandre Marcati | CC BY-SA 4.0 |
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Jun 9, 2021 at 17:27 | history | edited | Alexandre Marcati | CC BY-SA 4.0 |
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Jun 9, 2021 at 17:25 | comment | added | Alexandre Marcati | @Gorgious got it. | |
Jun 9, 2021 at 16:43 | comment | added | Gorgious | @Emir The way I understood is they want to design a GN modifier to add to the modifier stack of a great number of existing objects, that should take care of non destructively randomizing their scale between a min and max value | |
Jun 9, 2021 at 16:15 | comment | added | Emir | I'm not sure if i'm getting your question correctly, but do you mean something like THIS , one object, random size, with a way to change the seed? | |
Jun 9, 2021 at 15:18 | comment | added | Alexandre Marcati | It's something so simple to do in shader nodes, I wonder why it isn't implemented in geometry nodes. There's probably a technical reason, but it's still frustrating. Guess I'll start manually changing the scale of 200 or so objects... | |
Jun 9, 2021 at 15:15 | comment | added | Gorgious | Similar to this question blender.stackexchange.com/questions/227082/… No real answer for now, though :) | |
Jun 9, 2021 at 14:56 | history | edited | Alexandre Marcati | CC BY-SA 4.0 |
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Jun 9, 2021 at 14:40 | history | asked | Alexandre Marcati | CC BY-SA 4.0 |