I can manually create 3 random objects, using the seed input to keep them unique.

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I try to automate this with the help of a mesh line, but of course all 3 of the instantiated groups are identical because they use the same seed of 0.

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So how do I simply instantiate each group with a unique seed, where each seed corresponds to the index of the group within the list [1,2,3]? Is this an operation I can carry out at location X, Y, or Z? I'm guessing position Z is too late, because by then the object has already been instantiated, but I'm open to suggestions.

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Assuming that this question applies generically to all cases of instancing groups with unique seed values - i.e, I don't want to simply shuffle around the order of operations in this particular case so that green cubes can be distributed across 3 disks.

E.g the SCATTER_DISK group could instead be a SKYSCRAPER group that randomizes many many attributes like floors, spires, kingkongs, all with respect to a single input seed value.

The SCATTER_DISK group is also provided below, just in case the secret sauce needs to go in position (W).

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    – quellenform
    Commented Oct 24, 2022 at 17:55

1 Answer 1


With the instantiation of objects it behaves actually always the same: The individual properties of an instantiated object cannot be modified after instantiation. It is possible to change the scaling/rotation/position of an instance afterwards, but the previously available properties can no longer be changed.

As is so often the case, however, there is a little trick, and most of the time you have to think around the corner a bit when dealing with tricky issues.

Since the input Seed in the node Distribute Points on Faces requires a single value, it is not easy to use a dynamic value here. Unfortunately. This eliminates the goal you originally set out to achieve.

The solution would be to simply use a different mechanism for randomly creating your required points.

...this might not be as nice, but it still works.

It goes something like this:

  1. Create an object (grid, circle, ...) with the necessary number of points for each group.

  2. Create a curve/mesh whose points correspond to the number of groups you want. These points provide the basis for the instantiation of your groups.

  3. Then instantiate/multiply your grid to the previously created points.

  4. Next move all the points randomly on the X/Y axis within a certain range (within your circles/grids).

  5. These points are now the base available for your final instantiation.

  6. In order to be able to instantiate different objects, you could use a previously created collection, and randomly select the object to be instantiated.

The result can then look something like this:

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Here is a summary of the node group that leads to the described result:

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Have fun with it!

Here is the blend file:


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