Parameters
Attribute Randomize node injects variation into the graph:
- Use Points mode to control the placement, scale, and rotation of copies.
- Use Deep jnjection to randomize properties of Primitives (Rectangle width, Star points).
- Use Shapes mode to randomize Modifiers (Noise amplitude, Bend angle) applied after copying.
Parameters
| Parameter | Description |
|---|---|
Label | The display name for the node. |
Mode | Choose whether to randomize attributes on individual points or on whole shapes. |
Group | Specifies a subset of points to affect. Uses pattern matching. |
Parameter | Comma-separated attribute(s) to randomize "rotation, pscale, ...". Connect shapes to "Reference" input for "Label:Param" suggestions. |
Operation | How the new value is combined with an existing attribute value. |
Distribution | The method used to generate random values. |
Frequency | The scale or zoom of the noise pattern. |
Offset | Pans the noise pattern in X and Y. |
Seed | Changes the random outcome. |
Workflow 1: Randomizing copies
When using Copy to Points, you often want every copy to look unique. To do this, you randomize the “seeds” (the points) before the geometry is copied onto them.
By placing the node after the Scatter node, you modify the point cloud. When Copy to Points runs, it reads these randomized attributes and applies them to every new copy automatically.
Info: Attribute randomize node gives you much more parameters to randomize than build-in parameters on Scatter node. If you dont need to randomize anything but scale, position, you may not need to use Attribute Randomize node.
SETUP
- Connect source (Scatter) to Attribute Randomize
- Set Mode to
Points - Target attributes like
pscale,rotation,color, other - Change
minmaxvalues andseed - Connect output to Points input of the
Copy to Pointsnode
Workflow 2: Per shape randomization (downstream)
For example, applying a random Noise where every shape gets a different noise amplitude or offset.
To randomize these, you must apply the effect after the copies are created, ie after Copy to Points or Copy & Transform nodes.
This creates a “recipe” attached to each shape. When the Noise node processes the shapes, it checks if an attribute exists and uses that specific value for that specific shape instead of the global value.
Info: Because nodes like Noise or Bend bake their effect into raw path immediately, it can't be ranomized due to performance issues. This is a subject of future change.
SETUP
- Connect shapes (from Copy/Transform) to Attribute Randomize
- Set Mode to
Shapes - Set Attribute Name to the parameter you want to control, for example
amplitude - Change
minmaxvalues andseed - Connect to the effect to Noise node
Note: notice that Attribute Randomize is placed BEFORE Noise node, the one to be randomized
Supported nodes
Workflow 3: Deep attribute injection
For example you have a character and want to form a crowd of them but also randomize specific parts per copy.
SETUP
- Create parts (Eyes, Mouth, Body) and Merge them.
- Create a Rectangle and connect it to Scatter to generate points.
- Connect Scatter to Attribute Randomize.
- Connect the Merge node to the Reference input of Attribute Randomize.
- Target specific deep attributes (
Eyes:position.x). - Connect Merge (geometry) and Attribute Randomize (points) to Copy to Points.
Unsupported nodes
Examples
Randomize Color
By setting the Attribute Name to color, you can randomize the color of each instance. The node smoothly interpolates between the Min and Max color values.
Randomize Scale
Setting the Attribute Name to pscale allows you to control the size of each copy. A random value between the Min and Max range is generated for each point.
Randomize Rotation
Using the rotation attribute assigns a random rotation to each instance. This is perfect for breaking up repetition and creating more natural-looking arrangements.