I’ve spent the last hour trying to figure out what I’m supposed to do with this information. Failed.
I have no clue how to get the origin location of the objects that have the Geometry Nodes Modifier active on them.
So I tried adding an empty at the origin and then if I could measure the distance from Object A to the empty, it would be a different value from Object B to the empty. I could plug that into the W… but I can’t figure out how to get that measurement.
How do you get the xyz position of the index 0 point of the default cube and then measure the distance from that point to the location of an empty?
edit
I did it. I forget to use Relative on the Object Info node.
What i meant was that you can use a driver to calculate the distance to the world origin in the same as with the adding an empty trick.
Or a unique number which you get when doing object.location.x + object.location.y + object.location.z. No need to calculate the real distance. You may need to multiply the calculated number afterwards if you are working on a smaller scale:
No need to delete your post, i think your screenshot was still of use for better understanding. That was how i wanted to take the screenshot but my program of choice was not able to do it that way.
Does anyone know any way to do this that doesn’t rely on the position? I’m working on an animation and need it to work for objects that will move around.
I would do the same as was suggested above : expose the seed on the modifier (instead of relying on the position values), and change it on all objects (to a random number) using Python, so you only have to do it once
Something like that would help yea… There was mention of object UUIDs which would probably help just as much, they could be used as seed in a random value node
Yes, please and please. It’s sort of weird that GN hasn’t the capability to just create a random value for its own object, and every node combo I’ve come up with to get over the finish line is still just a hacky workaround.
(Like - Blender knows the object is unique. If I click an object, it doesn’t just select some other object. So why can’t I have a unique ID in the node to use as a seed value?)
this allows my object to randomize something, and it’s not per vert it’s per object position… the seed is generated by multiplying the axis x y z by prime numbers so the seed will always be unique… it’s only weakness is if the object positions were too close together the result might be the same, but thats what the final multiply trys to correct
yes but that can be an advantage, it is the closest behaviour i believe possible as now it allows a different seed number for each duplicated node i can’t see how you could have an actual unique key other than maybe if blender could give the hash of the object name
my method run into a problem so i added a truncated modulo to avoid invalid seed numbers