Randomize Attribute¶
The Randomize operator assigns a random value within a configurable range to the attribute on all selected elements. Each element gets its own independently generated value.
It is useful for things like:
- Scattering random
instance_indexvalues across faces to vary spawned props in Geometry Nodes. - Giving every vertex a random color for procedural variation.
- Randomly tagging a percentage of faces with a boolean flag.
Where to Find It¶
Randomize is available in two places when you are in Edit Mode on a mesh object:
- Properties Editor → Mesh Data → Attributes, below the attribute list.
- Right-click context menu of any attribute field in the Attributes panel or the Ctrl+D popup.
How to Use¶
- Select the elements (vertices, edges, faces, or face corners matching the attribute's domain) you want to randomize.
- Click Randomize for the attribute you want to change.
- Configure the random range in the dialog and confirm with OK.
Options per Attribute Type¶
The dialog adapts to the type of the attribute being randomized:
- Booleans - a Probability slider controls the chance of each selected element being set to
True. - Integers & Floats - a Min / Max range the random values are drawn from.
- Vectors - a Min / Max range for each component. Individual components (X/Y/Z) can be toggled off - disabled components keep their current value.
- Colors - choose between the RGB and HSV color model, then set a Min / Max range (
0-1) per channel. Individual channels (including alpha) can be toggled off and keep their current value.
Info
String attributes cannot be randomized, as random text is rarely useful.