Having trouble with Scatter and Align SOP + Stamp Points COP

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Hi. I'm having trouble trying to make Scatter and Align SOP work with Stamp Points COP in World Space mode. While the instancing attributes work as expected in SOP (see `/obj/geo1/copnet1/scatter/dbg__copytopoints1`), Stamp Points COP appears to project the shape on its side (see screenshot). What am I doing wrong?

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You need to set "Normal Direction" to "Z" in `/obj/geo1/copnet1/scatter/scatteralign1` to orient the stamps properly. Each stamp can be thought of as lying on its local Z=0 plane.

Hope that helps.

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But are the stamps themselves clipped at the UV island borders? I’m not sure what the purpose of adjacency is then, since we get the same result by simply copying points based on the UV layout. To be honest, the correct way to utilize adjacency still eludes me.
Edited by Gaalvk - 2026年10月22日 07:30:47

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The stamps aren't clipped at UV island borders, but they aren't wrapping around the edges of the projection surface the way you expect. The current design of Stamp Points doesn't allow stamps to wrap across edges like this. Each stamp can be thought of as a flash light, and the output is where that flash light hit the `pos` map. In your setup these flash lights are directed perpendicular to the projection surface (the cube), which causes their projection to get cut off at the edges of the surface. In some cases it is possible to get closer to what you're expecting by directing the normals more smoothly, such as by setting `@N = normalize(pow(@P, 5));` so that the stamps are directed diagonally away from the origin.

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Edited by David Jacewicz - 2026年10月22日 12:12:04

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Gaalvk
I’m not sure what the purpose of adjacency is then, since we get the same result by simply copying points based on the UV layout. To be honest, the correct way to utilize adjacency still eludes me.
from my understanding adjacency doesn't create seamless representation of 3D space in 2D, if that was easy, then uv's would not have seams to begin with
what adjacency does is it creates information around seams that can sample/transform boundary data across, like a portal, so that the data moving out of a UV island can be transformed to corresponding location on neighboring island, so it's most useful for simulations where things flow through boundaries or for setups where the inside of an island can be extrapolated from information at the boundary
Tomas Slancik
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Framestore, NY
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