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I’m trying to make some procedural shapes with geometry nodes in Blender 3.0, I’ve started with a cube node with some subdivisions that I’ve distorted with some Voronoi and noise textures at different level of details. Some of these textures are set as 4D vectors so I can manipulate the W value to Seed out different shapes.

Now I want to randomize the seed value of the textures so that it gives me a different shape everytime I duplicate or instance the object. I thought I could add or multiply or whatever the ID Integer of the mesh to the seed so that each new mesh or instance of a mesh gets shuffled with the seed but so far I couldn't find any solution.

Any ideas?

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  • $\begingroup$ blender.stackexchange.com/questions/220721/… $\endgroup$ Commented Jan 18, 2022 at 21:48
  • $\begingroup$ I am working on a new feature that will make this process much easier, basically a new voronoi node inside the geometry nodes system: you can find it in here: branch It depends on voro++ library, Currently the build system does not search for voro++ automatically. You need to change the CMakeList to register that to the builds system $\endgroup$ Commented Oct 9 at 20:56

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You can get a semi-random number by multiplying the relative location by a large number. This is my node setup :

enter image description here

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  • $\begingroup$ Yes!!! I tried to use the Object Info Node before, hoping to find a Random output like in the shader editor's Object Info node, I did not thought at all that I could use the unique location of every instance as a factor to change the seeds. It works! Something tells me that is a workaround though, that I might find some issues down the line.... Anyway the solution fits the problem, thank you!! $\endgroup$ Commented Jan 19, 2022 at 9:48
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I was thinking in the wrong direction, instead of displacing a single object and then scatter it everywhere (which gave me the same displaced object in any distributed point down the line), the best way to get what I wanted was to first instance an object (a cube with some subdivisions and random scale) on points, and then after realizing instances, displace each object by its normals, so that I could have full control over the displacement of the scattered objects.

Although Benus solution works perfectly in different applications, so I'll keep it in mind, thank you!

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  • $\begingroup$ can anyone please share these setups? as blend files so i can study them in a reverse order as i really need to learn this.. thanks ALOT in advance $\endgroup$
    – harrycg
    Commented Jun 10, 2023 at 6:30

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