GlennimusPrime Posted February 23, 2021 Share Posted February 23, 2021 This is a bit of a tricky one, so I'll start with what I'm trying to achieve.. I'd like to end up with a block or group of scattered objects that is tileable in a seamless pattern. I'm trying to make use of the UV layout's packing system, which does a great job of pushing all the objects right up to each other, with a really nice even gap in between each object. I'm using some VEX to reposition the UV'd objects into 3D space, however I'd like a more randomised layout, rather than all the large and small objects packed together next to each other. If I tile this square of objects, it's going to be very visible that this is a tiled object. I guess this is going against how the UV layout node is setup to work? Would anyone have any ideas on how to achieve a more randomised look? Hip file attached of where I'm up to. Pattern_v01.hip Quote Link to comment Share on other sites More sharing options...
snoot Posted February 25, 2021 Share Posted February 25, 2021 How about using a "connectivity" sop to create a "class" attribute on the prims. Use attribute promote to promote the class attribute from prims to verts. Then use this in vertex wrangle: @uv += rand(i@class)*10; 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.