[Sidefx-houdini-list] scattering points

Nicholas Pliatsikas nick_p102 at hotmail.com
Fri Nov 7 08:40:15 EST 2008

A simple way to solve this is to plug the scatter into a triangulate2d then transfer the 3d position back to the points using a point sop with the scatter in input 1 and the triangulate2d in input2 with $TX2 $TY2 $TZ2 in the position field. Append a fuse sop to that with radius you need then finally add a delete sop with the keep points on option :¬)

> Date: Thu, 6 Nov 2008 20:47:21 -0800> From: tstexture at gmail.com> To: sidefx-houdini-list at sidefx.com> Subject: Re: [Sidefx-houdini-list] scattering points> > There was a big thread on this recently. Do a search for "smooth> distribution". Many over-sample and then use facet SOP consolidate by> distance. We have something that uses attribute transfer, a foreach> sop, and some vops to push points away from neighbours.> > Good Luck!> > > > > 2008/11/6 Marcos Kotlhar <kikohoudini at escritorioemcasa.net>:> > I can't figure out how to scatter points on a surface but have them be> > a certain radius apart from each other. Tried it with particles using> > the interact pop and a few other things but it just got really messy.> >> > any ideas?> >> > Thanks a lot!> > Marcos K> > _______________________________________________> > Sidefx-houdini-list mailing list> > Sidefx-houdini-list at sidefx.com> > https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini-list> >> > > > -- > =======================================> Andrew D Lyons | Digital Artist | http://www.tstex.com> =======================================> _______________________________________________> Sidefx-houdini-list mailing list> Sidefx-houdini-list at sidefx.com> https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini-list
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