Beginner Posted October 17, 2015 Share Posted October 17, 2015 I have forest/plant system done with point instancing using "instancefile" attribute on points (this tells mantra which geometry to load at render time). This part is working well, but now I'm seeking solution for deleting objects that overlap. They can have very different scales. I have also system for importing FBX-files and prosessing them to bgeo and creating those instancefile node/networks, so it's possible to save for example bbox size attribute from geometry to the point that represents it. Here is example scene, this isn't the real system, I just created same kind of situation I have in real one, green nodes are "okey" and violet ones represent the problem. Run the "filecache" node to get objects needed in hip. Thank you! Quote Link to comment Share on other sites More sharing options...
Owl Posted October 17, 2015 Share Posted October 17, 2015 Hi, you haven't attached anything but how about normalizing all of the objects first and randomizing the scale attribute on points instead? Quote Link to comment Share on other sites More sharing options...
fathom Posted October 17, 2015 Share Posted October 17, 2015 ...and then use pcfind() vex operation to detect overlaps, or even hijack the grain setup sop (can't remember which one off the top of my head) to relax your instance points to move out of the way of each other and/or shrink. there's a foreach loop inside one of them that handle the relaxation if you can't make it digital asset work directly for your purposes. Quote Link to comment Share on other sites More sharing options...
Beginner Posted December 16, 2015 Author Share Posted December 16, 2015 In H15, there is tool called point relax, It can "relax" points on surface based on pscale or other attribute. So this might be easiest way to separate instancepoints with different sizes. 1 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.