I am sampling a texture based on the position attribute. I am storing the result into a variable named "textureValue". I would like to use this value as an input to seed a subsequent Point Distribute node.
The Point distribute node doesn't seem to give the option to use an attribute as a seed. I can set another value as the seed but I'm not sure how to get the "textureValue" attribute I created in there.
My use case is that I have an object which I want to be spawned many times into a scene with a different seed each time, so that each instance of the object looks a bit different. The general problem is I want per instance randomness. If you had a different suggestion as to how to achieve this use case, that could also resolve my question.








I implemented the driver as suggested and then duplicated the object into a collection and set a different location for each object in the collection. Then I used this collection as the source for Point Instance. For example if you have 10 different locations in the collection you get 10 different seeds. It's a bit clunky but it works for my purposes.
– dps Jun 14 '21 at 11:37