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Points distribution method for the distribution node for pebble scattering
Closed, ResolvedPublicTO DO

Description

2D projection mapping where points are distributed as dense as possible given the "minimum distance", then removed based on the user provided density map and the internal generated density map. The distribution of the points is not as homogeneous as the poisson disc.

The minimum distance determines a maximum density beyond which the points would violate the distance rule. This is the most important parameter, and the one that is usually setup first as part of the asset to be scattered.

The UI may or may not auto-adjust the density input to not exceed this cap.

The internal generated density map is a map from 0 to 1 generated from the ratio of the density provided by the artists and the internally calculated maximum density.

For small density, with a density attribute, there is a chance no point is discreticized.

Example of the resulting generated density map for different density inputs:

Event Timeline

Dalai Felinto (dfelinto) changed the subtype of this task from "Report" to "To Do".Nov 13 2020, 3:02 PM
Dalai Felinto (dfelinto) renamed this task from Poison distribution method for the distribution node to Poison distribution method for the distribution node for pebble scattering.Nov 13 2020, 3:27 PM
Pablo Vazquez (pablovazquez) renamed this task from Poison distribution method for the distribution node for pebble scattering to Points distribution method for the distribution node for pebble scattering.Nov 13 2020, 3:52 PM

Should point radius (potentionally not homogeneous) be taken into account?

@Philipp Oeser (lichtwerk) Hmm, that may be important for some use cases. It would probably come down to adding a "Radius Attribute" input that the minimum distance input could scale.

Sebastian Parborg (zeddb) closed this task as Resolved.Nov 30 2020, 3:24 PM

We have split up this task into smaller tasks. So we'll close this one.