View Full Version : A good way to put dots on a sphere?

02-08-2019, 01:47 PM
Any ideas out there on how to surface a sphere with equally-spaced dots, without using the Dots procedural?

I'm thinking of something like a polka dot beach ball.

Doesn't matter which version of LightWave.

02-08-2019, 07:25 PM
What about putting sphere in layer 1 and adding circles (using array tools for example) in the second layer and then using drill (shift+r) and under stencil choosing surface name?

A bit long thu. What is it with dot procedural that you dont like?

02-08-2019, 08:41 PM
TrueArt's Modeling Pack
has interactive tool SprayBgPoints
which has option to spray points with specified tolerance.
Point cloud can be created with or without attached polygon.
If it's with polygon, it's possible to set surface name and part name inside of this tool GUI.
I was using it to make instances in this video tutorial:


Make Sphere, make it bg layer, set tolerance, spray, spin viewport, spray more, repeat.
You have evenly uniformly spaced point (and eventually polygon) cloud.
Use as a source of particles or so.

02-09-2019, 05:26 AM
Why isnīt the dot procedural an option?
you say surfacing..but you get modeling suggestions.

There is other procedurals like dponts Rman textures..which have various shapes, circle, cross etc...itīs in the shape bomber procedural, you also have image bomber so you can tile up images of dots.

02-09-2019, 09:39 AM
In LW2015, if you don't need much control over the specific locations of the dots, you could use the DP Kit Nearest Point node to place a dot over each point in a tesslated, subpatched sphere:

144077 144078

MOV file: 144079

In this case, to get a good spherical object (the visible ball) I used a Level 3 tesslated sphere, but that put the polkadots too close together for my taste. So I also created an invisible Level 2 tesslated sphere in a separate Layer to provide the points for the surface dots.

The node setup for the surface is this:


The DPKit Nearest Point has the "Lower Points" layer in the object specified, and the Object Spot is used as the Position for input. Then, a Gradient is used in Step mode to make an area close to the nearest points red while the rest is green. The Transparency channel has a black&white version of the Gradient to make the green part of the ball transparent but the red dots less so, combined with the Incidence to give an edge.

An important note: In LW2015, sometimes the DP Kit Nearest Point node doesn't save its reference object in the Scene file, I don't know why. If you're working with that node, save the Scene, and upon reloading the scene the dots aren't there, you'll have to respecify the Reference Object and try re-saving the scene.

DP Kit is available for LW11, LW2015 and LW2018 here, in the Download page:


Good luck!

02-12-2019, 01:53 PM
Thanks! Yes. That's the result I'm looking for.

In answer to Prometheus' question, the built-in procedural doesn't give that type of result on a sphere. Instead you end up with unequal spacing.