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Christoph_H

Scattering Objects without Overlapping

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Increase relax iterations in the scatter node.

If it is too dense and you still want to avoid overlapping, you can try to add a pscale attribute to your points (that match the size of the objects you want to instance later) and put them into a particle system, with POP interact, or POP Grain solver. You use few iterations without other forces except gravity, and this should separate them successfully. Then you take the last frame of this sim and use it to instance your objects.

Hope this helps

Edited by StepbyStepVFX

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to avoid overlapping geometry, you can scatter objects in a bullet sim with the scale set to zero at the start, then grow the objects to their final scale. 

here is a simple example:
fix_overlap_objs_bunker_01.hipnc

I forgot to cancel the rotation, that can be done by adding: @w=0; in the popwrangle

Edited by bunker

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you can also add the point attribute i@found_overlap = 1 to your packed rbds before the dopnet, this will make the solver try to resolve overlaps

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1 hour ago, toadstorm said:

you can also add the point attribute i@found_overlap = 1 to your packed rbds before the dopnet, this will make the solver try to resolve overlaps

maybe you can include a HIP file to demonstrate this?

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