Scatter points on surface with falloff density near the edge
4053 5 1- artmklgnv
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- Aizatulin
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Hi,
you can use the xyzdist() function to measure the shortest distance from any point of the surface to the border. After this you can use a ramp for example to set the @density attribute, which can be used in the scatter node. Make sure that you have enough surface points (for scatter).
you can use the xyzdist() function to measure the shortest distance from any point of the surface to the border. After this you can use a ramp for example to set the @density attribute, which can be used in the scatter node. Make sure that you have enough surface points (for scatter).
Edited by Aizatulin - July 8, 2019 13:24:28
- Andr
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Maybe less efficient than Aizatulin's solution, but a code-less approach is to use a falloff node.
Have a look at the example file (play with the parms in the colored node to change the effect)
Also, a more exotic approach would be creating the density map in a cop network.
Import your shape with a geometry node and try to shrink and blur it with some filters.
I tried a bit, with no much luck, the shrink/expand cop node seems buggy.
It would interesting to see it implemented..
cheers
Have a look at the example file (play with the parms in the colored node to change the effect)
Also, a more exotic approach would be creating the density map in a cop network.
Import your shape with a geometry node and try to shrink and blur it with some filters.
I tried a bit, with no much luck, the shrink/expand cop node seems buggy.
It would interesting to see it implemented..
cheers
- NicTanghe
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- animatrix_
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NicTanghe
Annyone know how to do this with volumes ?
If you have an SDF, you can use it to remap density using a ramp:
float density = fit ( @surface, ch("min"), ch("max"), 0, 1 ); @density = chramp("density", density);
Senior FX TD @ Industrial Light & Magic
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Get to the NEXT level in Houdini & VEX with Pragmatic VEX! [www.pragmatic-vfx.com]
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- BillTarner
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