Regarding the random material per instance, I can at least provide this workaround here, for the case that all instances have the same number of faces:
Yeah you’re right, I only checked it with a simple plane (that only has one face…).
What you can do, however, is
add a realize instance node
divide the ID by the number of faces of the base instance, round down to the nearest integer, and
plug this into the random value node.
This will only work if all the instances you want to apply a random material to have the same number of faces, though. Otherwise, you will have to use your workaround, I guess:
[image]
instance_rarity_colors.blend (1…
1 Like