I've only recently started trying out the Blender software. But I enjoy this great program every day.
I have the following problem:
My current goal is to dynamically create objects and display them on a grid at every point. To do this, I have a NodeGroup and I am currently throwing it onto the grid via "Instance on Points". Sure, they are instances and they are all the same. But I don't want instances that always look the same, I want my special variations.
Attached is a simple Blender file. Which shows the problem. I want all visible objects to look different. (You can change the seed on the top layer and see how the objects always change at the same time) How can I do that?
<- I don't want to create a collection with (in this case) 9 objects and then output them there via "Collection Info". All objects should really be created dynamically.
I've already searched my fingers to the bone with Google. Somehow nobody has the problem.
Can anyone help or does anyone have any tips?
Best regards
No, unfortunately that didn't help either. (If I didn't miss anything) I have rebuilt it directly.
Yes, they are already partly different, but it's not clear to me why it doesn't apply to everything (the offset for Extrude was apparently used, but not the selection of faces (by the way: in the first blendfile I used a wrong RandomValue for the selection... now it's correct= Boolean)
In short: what I want to do is of course more complex. In the end, however, I have a node group that creates an object, each of which is individual and I want to distribute them to points (each looking different)
Here is the main Node
Here the NodeGroup
here is the result, which unfortunately is not correct, or rather, not the way I would like it to be
I think the switch with the TimeFrame is unnecessary, we can remove it.

The ID transfer and the seed are probably the key.

By the way: There is probably currently no native usage such as: "nodegroup on Points"? or „Geometry on Points“? In my view, this is what will be implemented in the software first. Then with greater use and complexity also with instances (at the latest with the RepeatZone) But there should also be something "simple" with just mesh/geometry. I am curious to see if there is a solution for this.
What I could also imagine is that you position a kind of proxies, each of which has a corresponding ID and attributes, and then exchange them with Python for my nodegroup (using the attributes), but I would like it to be much simpler and nicer directly and only with nodes.
It doesn't seem to be possible at the moment. But I am happy to be taught better.
Creating a random seed per instance with geometry nodes
How to distribute unique generated rocks on a surface
Geometry nodes: different instance parameters for each instance
some of the above entries are 1 month old, but are always linked to this post
How can I instantiate a procedural node group with different parameters?
and at this point the result seems to be that it won't work. Solutions are also offered. But in my case, this would mean calculating all variations in advance and storing them in a collection (beforehand or on the fly with "Geometry to Instance". That would be about 5000 objects for an emergency solution. It's probably feasible now with the RepeatZone, but it's not nice.







Hence the attached blend file. This clearly shows that it is something else (if you look at it).
– nanoblender Jan 14 '24 at 20:24@Chris: Where can I find an example? All examples revolve around exactly what you describe. But that's not what I want to do. Perhaps you could take a look at the file. Each of the 9 objects should be different (the NodeGroup should deliver the object in each case.
– nanoblender Jan 14 '24 at 20:25The example you gave doesn't help, because it's only about a simple scale. In my blend file there is a NodeGroup which, when used individually, always creates other objects. This is exactly what should happen with the grid. 9 different objects. U
– nanoblender Jan 14 '24 at 20:25