[Sidefx-houdini-list] scattering points

Marcos Kotlhar kikohoudini at escritorioemcasa.net
Sat Nov 8 07:36:46 EST 2008


Thanks Nick and Andrew,

The fuse sop is worked really well.

best,
Marcos

On Nov 7, 2008, at 11:40 AM, Nicholas Pliatsikas wrote:

> 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 :¬)
>
> Cheers
> Nick
>
>
>
>> 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- 
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>> > >> > > > -- > =======================================> Andrew D  
>> Lyons | Digital Artist | http://www.tstex.com>  
>> =======================================>  
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