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vinz
Hi,

I'm copying spheres on particles and assign a noise displacement shader to them.
I tried putting the rest sop between the sphere sop and the copy sop, and it kind of works, except all spheres get the same displacement. Is there an easy way to randomize the rest position ?

And what about metaballs? Is there some way to prevent them swimming in the noise ? Do I have to write a custom shader using the meta vex nodes or something quicker ?

Thanks a lot
MiguelPerez
For the spheres case, you can use your rest position node between the copied spheres and the same spheres copied to the same points but modifying their position (of the points) with a point sop using $ID in one position field, multiplying it by a high value so you ensure they won't have the same texture pattern, and a value of 0 in the others so they keep still.
vinz
Thanks miguel, easy to set up and works perfect!

Still have to think about the metaballs though
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