When using the Scatter SOP with a Copy SOP it's easy to populate a “ground” area with lots of detail like “stones”, but if you Copy Stamp the Scale or use the “pscale” attribute to affect the scale of the mesh you will get intersecting mesh.
One solution is to use the Fuse SOP and set a “minimum” distance by fusing the scatterd points togeather, but then both Large and Small copied mesh is placed with the same distance in between. So it is not such a nice solution, because to me atleast, i would like if the smaller mesh can be placed closer togeather.
Is there some simple solution to this to get a natural spread of say “rocks” that are not intersecting ? (asuming they are roughly circular in shape so it is easy to know their modified sice when copied). The rock ground on orbolt shows intersecting mesh on the screenshots, so perhaps it is not so easy, but I wanted to ask the question atleast
Scatter SOP with Copy SOP, Random Size intersecting question
8944 8 4- MagnusL3D
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- buki
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i don't want to advertise, but download qLib (my signature) and you have a node called distribute qL SOP, it uses pscale for calculating point distances
daniel bukovec | senior fx td | weta digital
qLib -- http://qlab.github.io/qLib/ [qlab.github.io]
qLib -- http://qlab.github.io/qLib/ [qlab.github.io]
- MagnusL3D
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- MagnusL3D
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- buki
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Glad we could help
daniel bukovec | senior fx td | weta digital
qLib -- http://qlab.github.io/qLib/ [qlab.github.io]
qLib -- http://qlab.github.io/qLib/ [qlab.github.io]
- cybernetix
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- perpen
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This is really good, thanks for sharing! I was playing a bit with the distribute qL examples and I was wondering how could I have the copies with the torus shapes, but with copies inside of the torus too, as if it was solid.
I tried with points from volume, but then we somehow lose the torus shape as in the jpg attached.
Anyway, thanks again for sharing this!
I tried with points from volume, but then we somehow lose the torus shape as in the jpg attached.
Anyway, thanks again for sharing this!
- Thomas Klyhn Christensen
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Hello everyone I just came across this and wow this tools bundle is amazing! I do have a very specific problem, and maybe you guys have a handy idea to how to approach this.
Basically I have a Grid of lines with a fixed spacing, say a 30x30 row/columns grid, I extract the lines from the grid, and then I need to scatter say 600 points onto this grid, its very important they stay on the grid and not just in the volume.
Now here is my problem, they also HAVE to be within a certain distance apart, say 30cm, and I was hoping the “distribute.ql” would help. It actually does work exactly as expect, it makes sure no two points are withing 30cm's but it's doing it by pushing each point in both X and Y at the same time, and not in either X or Y, which means the points move off the grid lines, which they can't.
TLDR problem
pins on a line/grid spacing kind of thing, want it to be random, but with each pin having a min. distance to the next.
Any idea is hugely appreciated!
/Thomas
Basically I have a Grid of lines with a fixed spacing, say a 30x30 row/columns grid, I extract the lines from the grid, and then I need to scatter say 600 points onto this grid, its very important they stay on the grid and not just in the volume.
Now here is my problem, they also HAVE to be within a certain distance apart, say 30cm, and I was hoping the “distribute.ql” would help. It actually does work exactly as expect, it makes sure no two points are withing 30cm's but it's doing it by pushing each point in both X and Y at the same time, and not in either X or Y, which means the points move off the grid lines, which they can't.
TLDR problem
pins on a line/grid spacing kind of thing, want it to be random, but with each pin having a min. distance to the next.
Any idea is hugely appreciated!
/Thomas
- Thomas Klyhn Christensen
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