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Alopex
08-10-2016, 07:45 AM
Hello!
Is there a way or plug in that allows random scattering of objects, such as a field of eggs, without any of them actually interfering (colliding) with each other?
Best,
Jakob

Meshbuilder
08-10-2016, 08:20 AM
Advanced Placement from Hurleyworks.

http://hurleyworks.com/wordpress/portfolio/advanced-placement-for-lightwave/

Alopex
08-10-2016, 08:33 AM
Very nice! But a bit too expensive for my needs.

Meshbuilder
08-10-2016, 08:53 AM
I would love to have an option for instances to avoid collision or at least avoid being to close to each other.
Maybe you can control the "minimal" instances distance with nodes?

If you doing "eggs" or other round shapes on a field you could try using the particle system with collision combined with instances.

You can also take a check out DP_instance. It's free.
http://dpont.pagesperso-orange.fr/plugins/DP_Instance.html

jeric_synergy
08-10-2016, 09:07 AM
Wouldn't you use a point field and merge points within a certain radius?

djwaterman
08-10-2016, 09:10 AM
Wouldn't you use a point field and merge points within a certain radius?

Clever.

raw-m
08-10-2016, 10:29 AM
Did this a while ago, might be of use:
https://youtu.be/S2ivUIxYTao

Ps, Mike Greens Instance Baker is much better than the native one!
http://www.mikegreen.name/Lscripts.html

Dan Ritchie
08-10-2016, 12:22 PM
I would love to have an option for instances to avoid collision or at least avoid being to close to each other.
http://dpont.pagesperso-orange.fr/plugins/DP_Instance.html

It seems like Flocking was made for that kind of thing.

Sensei
08-10-2016, 04:51 PM
Hello!
Is there a way or plug in that allows random scattering of objects, such as a field of eggs, without any of them actually interfering (colliding) with each other?


I showed how to spray instances without overlapping in this video tutorial
https://www.youtube.com/watch?v=P6p-Cm_PFyc
Read video tutorial description.

DrStrik9
08-10-2016, 06:20 PM
Wouldn't you use a point field and merge points within a certain radius?

That's the way I've always done it. Then just make your repeating object size a bit smaller than your merge radius.

prometheus
08-10-2016, 06:22 PM
particles may work as well, using particle size and particle interaction..at leas for setting a collision radius so they donīt intersect, but the bounding radisu need to be bigger than geo and cover the whole geometry, then instances on the particles..
you can spred particles on flat areas or on surfaces and use image maps or fractals for random placement.

Alopex
08-11-2016, 01:59 AM
Smart :D

Alopex
08-11-2016, 02:03 AM
What if I want boats going on the ocean together. They are all pointing about the same way but are randomly scattered otherwise? A point cloud has no direction AFAIK...

prometheus
08-11-2016, 04:13 AM
What if I want boats going on the ocean together. They are all pointing about the same way but are randomly scattered otherwise? A point cloud has no direction AFAIK...

Itīs not the point cloud that should determine the direction, as you said, it has none, you should control that within the settings of the instances, it will not care about any point direction ..only what you set yourself with the instances.

with particles it is a bit different though, there you can to some degree allow instances, or cloned objects follow partle rotations.

jeric_synergy
08-11-2016, 10:27 AM
What if I want boats going on the ocean together. They are all pointing about the same way but are randomly scattered otherwise? A point cloud has no direction AFAIK...
You want flocking then. With some nodal magic to align them, if necessary.

Look into the "herd" tutorials, and remember the distribution surface doesn't need to be VISIBLE.