Random value per node tree use
Within the Shader menu's object input node the bottom input is a Random Value: for every object that uses the shader you create it will have a different value (for instance if you plugged it to a colour ramp or mix RGB each object would be a different colour or a texture's seed would change for each use of the shader)
At current time there is no such example for Geometry Nodes. There is a random Value for individual instances within the node tree, but not the node tree itself.
So for instance if you set up a node tree that generates a cube with a random value node set to control the scale, then applied the node tree to 6 objects, they would all produce the same cube at the same scale, you would have to expose the seed to the group input and manually change it to produce different sized boxes.
I propose either a modification to the node to allow an option for Random Value per object, an input node denoting an Integer ID per object that can then be plugged into the Seed or ID of the existing Random Value node, or the aforementioned Object ID being added to the Object Input node since the self object node can achieve the function I am suggesting.
1 Comment
Would be quite useful. No clue why someone would downvote it.
There's actually a contributor PR that's recently been offered that does this, but the module owners aren't supporting including it.