houdini vfx3d Posted July 10 Share Posted July 10 Quick one. Scattering rocks (or any asset) on terrain and every copy comes out facing the same way at the same size — that fake, stamped-out look. The fix is a proper orient setup so each instance gets its own rotation and scale without flipping. The tricky part is the orient quaternion — do it from N alone and instances flip. The clean way is a full stable orient (Shoemake uniform rotation) plus a random uniform scale, exposed as sliders: // Point Wrangle between Scatter and Copy to Points, run over Points int seed = chi("seed"); float smin = ch("scale_min"); float smax = ch("scale_max"); vector u = rand(set(@ptnum, seed, 0)); float r1 = sqrt(1.0 - u.x); float r2 = sqrt(u.x); float t1 = 2.0 * PI * u.y; float t2 = 2.0 * PI * u.z; p@orient = set(sin(t1)*r1, cos(t1)*r1, sin(t2)*r2, cos(t2)*r2); float s = rand(set(@ptnum, seed, 1)); @pscale = fit01(s, smin, smax); I made a short video walking through it end to end (build the scatter, hit the problem, generate the VEX, paste, done): https://www.youtube.com/watch?v=0FxEAaKmLBU The VEX in the video was generated by a Houdini skill I built for AI agents — it's on my Gumroad if useful, but the code above is the whole fix, free. Feedback welcome. Quote Link to comment Share on other sites More sharing options...
tamagochy Posted July 13 Share Posted July 13 You can use randomize sop on points to create orient and pscale and copy to points will use it. 1 Quote Link to comment Share on other sites More sharing options...
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