[Sidefx-houdini-list] copies intersection

François Duchesneau sidefx at trinix.ca
Sat Aug 18 08:34:47 EDT 2012


If you can afford doing it in 2d, try the Triangulate 2D Sop after your 
scatter and then query the area for each primitive. Each primitives 
become then the center point for each copy and the area becomes a factor 
of scaling.

Nick van Zutphen wrote:
> I think you should sort the space that a template point has, before you copy objects onto it. Then store a 'available space' attribute on the template points which you can access at copy time.
> I would build a simple point separator vopsop. Simply said, using a point cloud to get the direction to the closest neighbor point. Then move the current point a fraction of that distance in the opposite direction. This method is known for its flaws, but it might help you in this case. Use this in a for each sop to get iterations, 50 to a hundred iterations should give a reasonable result. How ever, it gets more complicated when you have a restricted area.  
>
> Cheers,
> Nick, be Nimble
> ----
> http://www.nicknimble.com
>
> On Aug 18, 2012, at 11:12 AM, zoran arizanovic wrote:
>
>   
>> hi
>> i have been looking all over forums but couldnt find and example
>> could someone put me out of misery for  problem how do i avoid different
>> copy stamped geo from intersecting after going on scattered points?
>> I want them to keep distance based on bbox or something?
>>
>> -- 
>> Zoran Arizanovic
>> vfx reel : http://vimeo.com/28605448
>> http://www.imdb.com/name/nm2902303/
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