Feature Request: Add "ID" Input to the "Randomize Transforms" Node for Stable Randomization
Is your feature request related to a problem? Please describe. Currently, the "Randomize Transforms" node relies on a single "Seed" value to drive its randomization for all instances. While the "Random Value" node and the "Attribute Randomize" node support an "ID" input to ensure stable, per-element random results, the "Randomize Transforms" node lacks this functionality[citation:1].
This makes it difficult to achieve stable, predictable randomization when the instance count or topology changes. For example, if instances are scattered on a surface and the distribution count is tweaked, the random transforms for all existing instances will completely change, making iterative work and animation difficult.
Describe the solution you'd like I would like the "Randomize Transforms" node to be updated with an additional "ID" input socket. This input should function similarly to the "ID" input on the "Random Value" or "Attribute Randomize" nodes[citation:1].
The ideal behavior would be:
- If no ID is connected, the node should default to the current behavior (using the "Seed" and the instance index).
-
When an ID is provided (e.g., from the
idattribute), the node should use this value as a stable seed for each individual instance. This would ensure that the random transform for a specific instance remains consistent, even if the overall geometry or instance count is modified.
Describe alternatives you've considered Currently, the only workaround is to manually recreate the randomization logic using a combination of the "Random Value" node and a "Transform" node for instances. This is cumbersome and less efficient.
Additional context This addition would bring the "Randomize Transforms" node in line with the behavior of other random nodes in Geometry Nodes, making it more powerful and predictable for complex workflows like scattering assets in a scene[citation:1].
Thank you for your consideration.
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