TLDR: I need to randomly rotate meshes within an object individually (based on their individual origins), using Geo nodes.
We now have a "Scale Elements" Node in Geometry Nodes that will take separate parts of a mesh and scale each according to a value that you choose. What I am trying to do is very similar to this node but instead of scaling I want to individually rotate the different parts of a mesh that are separate from one another. The separate meshes of the same object might be described as "Mesh Islands". The Mesh Island node seems confirm this as it indexes each of my rock meshes as a separate 'island'.
The ability to rotate mesh islands individually would be very useful in my project where I want to make a procedural "tilled earth" generator, where clods/chunks of earth will naturally be found at different angles but also be somewhat flat looking on one side most of the time (think like a clay-rich soil broken up roughly).
The tutorial I'm working from to achieve the foundation of my node system is this one on Youtube by Default Cube:
Turning ANYTHING into Rocks - Blender Geometry Nodes
What I have so far:
My Node Tree (similar to one seen in video- not exact):
I have a feeling I'm overlooking something very basic here. Seems like a foundational technique that should be simple to achieve? After all it's just rotation individual parts of an object, easy to do outside of geometry nodes.