Random Point Distribution method create obvious distribution pattern relative to emitter mesh #86012

Closed
opened 2021-02-26 11:45:42 +01:00 by DorianB · 16 comments

System Information
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71

Blender Version
Broken: version: 2.93.0 Alpha, branch: master, commit date: 2021-02-25 05:34, hash: 0e1c6a29cb

Short description of error
Check this image/File below
My distribution is all bad, it's a simple subdivided plane and we can clearly see pattern near edges/tris

Capture d’écran 2021-02-26 105510.png
baddistribution.blend

**System Information** Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71 **Blender Version** Broken: version: 2.93.0 Alpha, branch: master, commit date: 2021-02-25 05:34, hash: `0e1c6a29cb` **Short description of error** Check this image/File below My distribution is all bad, it's a simple subdivided plane and we can clearly see pattern near edges/tris ![Capture d’écran 2021-02-26 105510.png](https://archive.blender.org/developer/F9841605/Capture_d_écran_2021-02-26_105510.png) [baddistribution.blend](https://archive.blender.org/developer/F9841607/baddistribution.blend)
Author

Added subscriber: @dodododorian

Added subscriber: @dodododorian
Author

ddd.gif

![ddd.gif](https://archive.blender.org/developer/F9841617/ddd.gif)
DorianB changed title from Random Point Distribution method create obvious distribution pattern due to emitter mesh to Random Point Distribution method create obvious distribution pattern relative to emitter mesh 2021-02-26 11:49:08 +01:00
Author

ddd.gif

![ddd.gif](https://archive.blender.org/developer/F9841634/ddd.gif)
Member

Added subscriber: @lichtwerk

Added subscriber: @lichtwerk
Member

First notes:

  • points distribution is actually fine
  • pattern results from the following:
    • the instanced object origin is not at the center of geometry
    • the points have opposing orientation
      • this means some of the instances are shifted in one direction, some are shifted in the opposite direction (this results in the pattern)

image.png

solutions:

  • put the origin in the center of geometry
  • align all points rotations to be the same (trying this atm, does not seem to be straight forward?)
First notes: - points distribution is actually fine - pattern results from the following: - the instanced object origin is not at the center of geometry - the points have opposing orientation - this means some of the instances are shifted in one direction, some are shifted in the opposite direction (this results in the pattern) ![image.png](https://archive.blender.org/developer/F9841704/image.png) solutions: - put the origin in the center of geometry - align all points rotations to be the same (trying this atm, does not seem to be straight forward?)
Member

Added subscriber: @JacquesLucke

Added subscriber: @JacquesLucke
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Changed status from 'Needs Triage' to: 'Archived'

Changed status from 'Needs Triage' to: 'Archived'
Member

The distribution is actually working fine here. What you see is a combination of two issues:

  • Points have different rotations. In fact, there are exactly two different rotations. This might be solved by using tangents at some point, but I wouldn't bet on it.
  • Your Suzanne instance is not centered at the origin. Therefore half of the instances will be moved in one direction, and half will move in another direction, resulting in the visible artifacts.

There are two possible solutions for you:

  • Put an Align Rotation to Vector node after the Point Distribute node and use it to align the X axis to the (1, 0, 0) vector.
  • Set the origin of the instance to the center of the geometry.
The distribution is actually working fine here. What you see is a combination of two issues: * Points have different rotations. In fact, there are exactly two different rotations. This might be solved by using tangents at some point, but I wouldn't bet on it. * Your Suzanne instance is not centered at the origin. Therefore half of the instances will be moved in one direction, and half will move in another direction, resulting in the visible artifacts. There are two possible solutions for you: * Put an Align Rotation to Vector node after the Point Distribute node and use it to align the X axis to the (1, 0, 0) vector. * Set the origin of the instance to the center of the geometry.
Member

Haha nice work @lichtwerk, funny how similar our responses are :D

Haha nice work @lichtwerk, funny how similar our responses are :D
Member

Added subscriber: @lone_noel

Added subscriber: @lone_noel
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This comment was removed by @lone_noel

*This comment was removed by @lone_noel*
Member

Changed status from 'Archived' to: 'Needs User Info'

Changed status from 'Archived' to: 'Needs User Info'
Member

OK, so here are those points / instances oriented equally:
baddistribution_oriented_equally.blend

Distribution seems fine.
Is this working for you?

OK, so here are those points / instances oriented equally: [baddistribution_oriented_equally.blend](https://archive.blender.org/developer/F9841780/baddistribution_oriented_equally.blend) Distribution seems fine. Is this working for you?
Member

Changed status from 'Needs User Info' to: 'Archived'

Changed status from 'Needs User Info' to: 'Archived'
Member

Ha, refreshing the thread now, we have a matching view of the issue indeed @JacquesLucke .

So yeah, we can actually close this (but feel free to comment again if issues persist, @dodododorian)

Ha, refreshing the thread now, we have a matching view of the issue indeed @JacquesLucke . So yeah, we can actually close this (but feel free to comment again if issues persist, @dodododorian)
Author

Indeed the normal rotation and far away origin are not a good mix!
It indeed makes a lot of sense, once we reset the rotation there's no more patterns

Sorry for the false alarm
TBH I would not find this out without your help!

Indeed the normal rotation and far away origin are not a good mix! It indeed makes a lot of sense, once we reset the rotation there's no more patterns Sorry for the false alarm TBH I would not find this out without your help!
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Reference: blender/blender#86012
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