I'm making a small medieval city using geometry nodes in Blender 2.93, where each building is a separated object, but they all share the same modifier list (and the same geometry nodes). I added some randomness to the height of the buildings by using Random float node.
How to setup up the seed of the random float node, so that every object has unique seed, even though they all share the same geometry nodes?
I was thinking about using objects unique position, but I don't know how to get that value within geometry nodes.
I could expose the seed in the modifier stack as an input variable and add a driver to it that generates a random number (
round(noise.random()*1000)), but it seems that it generates a random number every time a render is made, essentially changing the whole city between two shots.
Anybody has better solution?