Its a random number generator using position as a seed input
And allows manual input ontop of it
i have 3 outputs, just the manual seed value the auto value from position and the merged which is the auto position number then adds the manual number ontop(it would auto random seed first then you can use the manual to further change it)
In this example i have the large squares(one mesh just separate faces) spawn in one of the ‘layouts’ (the little squares) then each little square spawns in a cube or sphere.
So what local space dose is so i can move the whole gn object and it won’t cause the layouts and cube/spheres to randomize as its moved, it just randomizes based on its local position.
The main geometry and the spawned object move together so there position relative to each other never change keeping the auto position seed the same. Turn local space off and everything randomizes when its moved as its now based on the position from the world center.
Edit: So for you you can plug these into any seed slots and it will randomize the tree automatically as you move the tree around if not in local mode
I have it used like this in this example the selection nodes one is spawning the layers the other two is the cubes and the spheres. I use vertex groups to tell what can spawn where, like a sort of tag on a mesh that the gn uses to know what spawns what
I have the markers node that deletes any geometry that has a vertex group called makers with a switch to i can hide or show the meshes used to spawn other things. So i can have it just show the final spawned assets easily
You can plug in a sensitivity value here, the higher the value the more it will randomize from such a small movement. Example a value 0.01 then if you have to move, say the tree a fair amount before its randomized. Good if you want to be able to move a little bit without it randomizing
For the layouts, i use the collection that the spawner grabs from as i wanted the little squares as individual objects. So the collection info node is set to layouts and it will grab one the 4 collections inside as if they was a single object
The issue is because i have the collection not at the center, when the layout is spawned its offset
So to counter it in the collection tab i can manually enter an offset, ideally i would do this in GN using math. This isnt an issue if its a object its just a collection used like its an object is the issue
Anyone got any ideas there let me know
Yes i could just put the collections in the center so they dont have this offset at all but i want the ability to have all the assets off to the side out the way as im making whatever, instead if having all layers intersecting each other as there in the same 0,0,0 spot
I don’t know english well enough to participate in the pun wagon, but wow you’ve been churning out these trees like there’s no tomorrow. I’ve had to focus on some other stuff but I can’t wait to be back on the subject and catch up with what you’ve been doing. I want to try the giblets
I checked out your node. It’s great, but I’m not sure where I could fit it into my current node setup. To me, it’s something that’d work better in conjunction with, rather a part of.
You only need the random number generator not the whole thing, the blue group node
You plug it into any seed values, which you can still plug in a manually entered value also
This node group allows the trees to auto randomize by itself based on the trees location in the viewport
If you have local mod off, you also have a on/off for random node you can hook up so you can have an easy on off switch