I created a custom node that generates trees, based on certain input values: height, n_branches, random seed etc. I would love to be able to distribute these trees on points, and to supply each with a value based on the points attributes (e.g, height can depend on a calculation based on the position field). This sounds like instance of points but obviously instances will not work: I want to have variation between the trees so they are not instances. Is there any other way to achieve this - distributing realized geometries, with variations based on field values of their points?
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$\begingroup$ It's much easier for us to answer if you post screenshots or images explaining what you're trying to accomplish and what you have already tried. $\endgroup$– JakemoyoCommented Aug 25 at 16:57
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$\begingroup$ so you need to build it with that in mond from the beginning. this os the geometry nodes mentality/workflow. you could try to hack your way with repeat zone, but that shortcut will cost you your performance. erin has a good video on that youtu.be/URWuNhg5ZNk?si=WLgGNx4pOFYKAe8Y (it shows you how to make a try generator that has variance and not instanced...) $\endgroup$– shmuelCommented Aug 29 at 4:12
1 Answer
(Using Blender 4.2.0)
The behavior of the Instance on Points
node can be simulated with a Repeat Zone
to "spawn" unique objects. The field values of the spawning points are recovered using a Sample Index
node. Successive spawned objects are accumulated using a Join Geometry
node. For the demonstration, the size of a cube is a function the distance to origin of the spawning point. The Cube
node can be replaced by the Group Node generating a tree.