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daschatten
Hi,

i try to scatter (hf scatter node) around some trees and rocks. Though some of the trees are spawning at the same location as a rock which results in trees overwriting a rocks unity_instance field but take the rocks rotation, see screenshot 03. I tried two different node layouts but both give the same result. How can i avoid spawning points at the same location?






Thanks,
daschatten
seelan
This is a problem inherent to your network. Instead of having 2 separate scatters that merge, do a single scatter, then separate them into groups, and apply the trees to one group, and the rocks to other. Or you can write a custom vex script to go through all points and delete ones that are too close to each other (.eg. https://forums.odforce.net/topic/32377-delete-scatter-intersections/). I'd bet you can find other similar posts like that to help you out.
daschatten
seelan
This is a problem inherent to your network. Instead of having 2 separate scatters that merge, do a single scatter, then separate them into groups, and apply the trees to one group, and the rocks to other. Or you can write a custom vex script to go through all points and delete ones that are too close to each other (.eg. https://forums.odforce.net/topic/32377-delete-scatter-intersections/). I'd bet you can find other similar posts like that to help you out.

Thanks for clarifying this! I have some more advanced spawn logics in mind, so next step for me is to dive deep in vex :-)
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