Timeline for Geometry Nodes: How to randomize/shuffle indices in 'Distribute Points on Volume'?
Current License: CC BY-SA 4.0
10 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Oct 22, 2023 at 15:51 | history | edited | Hulifier | CC BY-SA 4.0 | Added images for the node groups of the Separate and Rejoin method (I forgot to add before) |
| Oct 21, 2023 at 20:12 | history | bounty awarded | Markus von Broady | ||
| Oct 17, 2023 at 1:35 | history | edited | Hulifier | CC BY-SA 4.0 | added 2304 characters in body |
| Oct 16, 2023 at 14:45 | comment | added | Robin Betts | @Hulifier good spot! I modified my version a bit to make it what I thought would be a bit quicker, using Vector random.. I seem to have made it slower, if you're getting better times. The rejoins are taking most of it, for me. | |
| Oct 16, 2023 at 14:31 | comment | added | Hulifier | @RobinBetts I made a test right now and one variation of separate and rejoin with 8 steps seems to be about 1.5x faster than PDR (with 4 steps) on my laptop with 10k points. 8 steps were used to get a good random shuffle and remove any visual patterns. I will update this answer later today. | |
| Oct 16, 2023 at 10:22 | comment | added | Manu Järvinen | Fantastic! This was very easy to use in order to set new IDs in order to randomize my points distributed in the volume mesh. And so nice if it's even more optimized than the other good answer. Great! | |
| Oct 16, 2023 at 10:20 | vote | accept | Manu Järvinen | ||
| Oct 16, 2023 at 7:34 | comment | added | Robin Betts | Great stuff .. I haven't managed to get the separate and rejoin method to be any better than 3x slower than this.. yet :) .. on 10k . And that one's very iteration-dependent. | |
| Oct 15, 2023 at 16:07 | history | edited | Hulifier | CC BY-SA 4.0 | deleted extra character, formatting. |
| Oct 15, 2023 at 2:30 | history | answered | Hulifier | CC BY-SA 4.0 |