Scattering

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✧˖°. Houdini ⋆.˚

✧˖°. Solaris ⋆.˚

SCATTER PATTERNS

  • scatter points around points clustering (double scatteralign)
    • use a second scatter align to scatter points around points & create clumpingthe first scatter align has pretty normal settings

       

      • the second scatter align needs to be set on “scatter points around constraint points” and then u need to plug the first scatteralign into the second input of this node
        • play around if u wanna keep the mask attribute on or off

         

  • scatter points in shadow
    • mask in shadow thats casted from an object (mask by feature)
      • use mask by feature → direction
      • enable the mask and enable the tool in viewport for simple handling

       

       

  • scatter different solaris instancers in a row without intersection
    • solaris scatter assets in instancer and create new instancers scattering around last instancers assets so nothing overlaps
  • scatter by distance from geometry
    • Scatter by Distance → use “attribtransfer” Node and reduce “Distance Threshold” 

       

       

    • scatter different assets based on distance from geometry (attribute from pieces)
      • use attribute from pieces node → explicit range → and then autofill the assets that you connected into the node on top
      • you can now assign them values when they should spawn. be careful that these numbers arent fit01 from 0 to 1 so u might adjust them to 0-0.1, 0.1-0.2 etc for your range to work
      • in the copy to points node enable piece attribute and set it to name
      • its important that the assets on top have each their own name attribute created before

       

  • scatter by height
    • Scatter by Height → use a “pointvop” with relbbox and a ramp
      • after setting up the pointvop nothing will be visible – thats because the pointvop on the toplevel will have a ramp with 0-0 values created, so u gotta change it on obj level

       

      • also works on “only scatter from left/right”, just plug in the x or z instead of y in the vec2float 
  • scatter on edges
    • Scatter on Edges → 2 ways1 (left) → group border edges → labs edgegroup to curve

      2 (right) → divide (REMOVE SHARED EDGES) → convertline

       

  • scatter inside camera view (frustum culling)
    • Scatter only inside Camera View → Frustum Culling 1