AnimGraphLab Alpha
Nodes Attribute randomize

Parameters

Select a node to edit its parameters.

Attribute Randomize node injects variation into the graph:

  • Points mode to control the placement, scale, and rotation of copies.
  • Deep injection to randomize properties of Primitives (Rectangle width, Star points).
  • Shapes mode to randomize Modifiers (Noise amplitude, Bend angle) applied after copying.

Parameters

ParameterDescription
LabelThe display name for the node.
ModeChoose whether to randomize attributes on individual points or on whole shapes.
GroupSpecifies a subset of points or shapes to affect. Uses pattern matching.
ParameterComma-separated attribute(s) to randomize "rotation, pscale, ...". Connect shapes to "Reference" input for "Label:Param" suggestions.
OperationHow the new value is combined with an existing attribute value.
DistributionThe method used to generate random values.
FrequencyThe scale or zoom of the noise pattern.
OffsetPans the noise pattern in X and Y.
SeedChanges the random outcome.

Distribution modes

  • Continuous: returns any decimal number between min and max (1.5, 2.7, 3.1).
  • Integer: rounds the result to the nearest whole number (1, 2, 3).
  • Binary: returns exactly the min value or the max value (0 or 1).
  • Stepped: snaps the value to a specific increment defined by Step input. min=0, max=90, Step=45 will produce 0, 45, or 90.

Outliers

Outliers allows to break uniformity of randomization by forcing a specific percentage of items to fall outside the standard Min/Max range.

  • Percent: probability (0-100%) that a value becomes an outlier.
  • Range: magnitude of deviation for the outlier.
  • Mode:
    • Add: adds the Range to the limit (Max + Range).
    • Multiply: multiplies the limit by the Range (Max * Range).
  • Direction:
    • Above max: outliers are strictly larger than Max.
    • Below min: outliers are strictly smaller than Min.
    • Both: outliers can be either larger or smaller.
  • Seed: separate seed to randomize which specific items become outliers, independent of their value generation.

Info: Range refers to Min and Max number inputs.

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.

Rect
Circle
Scatter
Points
Attr Randomize
pscale
Points
Copy to Points
Copies

SETUP

  1. Connect source (Scatter) to Attribute Randomize
  2. Set Mode to Points
  3. Target attributes like pscale, rotation, color, other
  4. Change min max values and seed
  5. Connect output to Points input of the Copy to Points node

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.

Note: Generic attributes (like 'fillColor') applies to the first matching node in the chain after Attribute Randomize node. To target a specific node down the chain, prefix with the node name: 'Node Label:parameter' ( 'Color 2:fillColor').

Rect
Copy/Transform
Attr Randomize
amplitude
Shapes
Noise

SETUP

  1. Connect shapes (from Copy/Transform) to Attribute Randomize
  2. Set Mode to Shapes
  3. Set Attribute Name to the parameter you want to control, for example amplitude
  4. Change min max values and seed
  5. Connect to the effect to Noise node

Note: notice that Attribute Randomize is placed BEFORE Noise node, the one to be randomized

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.

Eyes
Mouth
Body
Merge
Rect
Scatter
Points
Attr Randomize
Eyes:position.x
Copy to Points
Copies

SETUP

  1. Create parts (Eyes, Mouth, Body) and Merge them.
  2. Create a Rectangle and connect it to Scatter to generate points.
  3. Connect Scatter to Attribute Randomize.
  4. Connect the Merge node to the Reference input of Attribute Randomize.
  5. Target specific deep attributes (Eyes:position.x).
  6. 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.

See also