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I am attempting to use geometry nodes to scatter stuff and I have a handle on the basics of the Point Distribute - Point Scale - Point Instance chain that allows for basic scattering.

However, I am attempting to Add an Attribute Randomize to ensure that my scattered objects aren't all pointing in the same direction. However, while every tutorial I have watched puts "scale" in that Attribute field, I would love to know what else can be placed there.

I know that this is in-process, but I'm sure there has to be a running log of variables. I've tried every permutation I can of 'Z-Rotation' but nothing yet.

My Nodes

Thanks for your attention.

Update: Though it was enough, but no... not yet. I was misreading the screen. When I zoomed in, it wasn't correctly rotated.

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Change from Float to Vector, then you can just type in rotation as the attribute, from there you can control the XYZ rotations.

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  • $\begingroup$ Hello and welcome, thanks for the post. This site is not a regular forum, answers should be substantial and thoroughly explain the solution and required workflow. One liners and short tips rarely make for a good answer, low quality posts may be removed at some point. Could you edit your post and provide some more details about the procedure and why it works? Perhaps add a few screenshots illustrating the workflow and final results. See How do I write a good answer? otherwise it may be converted into a comment. $\endgroup$ Mar 14 at 23:10
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Thanks Duarte. You got me pointed in the right direction. There was just a bit more data that needed to be conveyed to flesh it out. Here is the array:

Corrected Node Array

The keys here, for everyone else that will be inevitably confused by this particular example (rotation variation):

  1. As @simsam noted, ensure that the Attribute is set to: Rotation
  2. Ensure that the Min and Max for X & Y (Values 1 & 2) are set to Zero
  3. Set the Min and Max for Z (Value 3) as the min and max (and thus constitute the degree of variation from the default orientation)

Extrapolating out from that, it looks like standard attribute labels are fine, I just need to remember to also set the appropriate type (in many cases, when dealing with traditional mesh attributes, Vector will be the choice).

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