Okay, so I made a first, simple sample file for the scattering system to aim for as an initial prototype with geometry/particle nodes.
3 simple particle systems with vertex groups
Needed features for this:
- point distribution on mesh surface (after modifier stack)
- distribution based on density map (vertex group)
- randomization of orientation
- randomization of scale
- instancing objects from collection
- multiple scattering systems (preferably) held by the same object
- minimum distance threshold to avoid overlapping
- ability to control the randomization curve (to favor more small or large variations)
Some notes to consider for the node layout:
- It would be great if the distribution density was not directly controlled by a Vertex Group, but be exposed as an input for a value map, so that the density can be manipulated using math nodes, eventually textures, etc. before being sampled for point distribution! That would result in an invaluably higher flexibility for the user.
- Additionally to the minimum distance threshold it would be useful to be able to pass the point cloud information of one scattering system into the next to avoid overlapping between the systems.
randomization of scale
minimum distance threshold to avoid overlapping
In old particle system, we have Size Deflect option that is based on size of particles which does not always match visual dimensions of instanced mesh.
That causes overlapping issues, especially when scale is randomized.
That is expected to have a system where instances don't overlap. That imposes to compute a solution for that, as final step.
Maybe I got the wrong address, but this is something like a feature request.
Is it possible to make the particles follow the GP lines, or follow the UV of emitter?
In order to create a embroidered logo
"Additionally to the minimum distance threshold it would be useful to be able to pass the point cloud information of one scattering system into the next to avoid overlapping between the systems."
I upvote this, it gets very handy while trying to eg generate various vegetation layers within a forest