Where is the public outcry that parking lots almost never look like this?
Addentum to Input Node Example 12:
In fact, you can easily create the usually double rows.
If we take a closer look at the instance ID, we see that all even and odd instances form a row. OD_Instance IDs from the OD_Tools shows the instance IDs:
We can use this to offset every second instance by 3.4 meters on the Z axis. A gradient with the value 0 for the first key (position 0 = first instance ID) and a value 340 for the second key (position 1 = second instance ID) is set to repeat. This alternates between moving one car and not moving another.
I also added a random offset so that it is not so regular.
This gradient uses the Fixed Random output as input, has two keys and is switched to Linear.
With this method, you can also easily arrange all the parking spaces at an angle.
For those of you who already know this example from this thread, jump right to my Note - maybe some don't know this yet. For the purpose of completeness, this example should not be missing.
Input Node Example 13
Output used: World Position and Geometric Normal
Description: Outputs the location of the intersection in world coordinates as a vector (World Position). And the un-interpolated geometric normal as a vector (Geometric Normal).
In this example, the World Position gives us the spot position and the Geometric Normal gives us the direction for the Ray Trace node.
After breakig a porcelain statue with bullet dynamics we are challenged with the following problem.
When rendering materials like porcelain, which absolutely need sub surface scattering you can see the fracture lines shining through before breaking.
You can easily replace the object with an unbroken one for rendering before breaking, but once the collapse has started, this won't work any more. Larger pieces that have not yet broken show the fracture lines too.
This setup is used for the surface of the fracture edges. We want to make it invisible while the object is still whole. For this we use the output of the gradient as a clip map.
The node setup and the result:
More information can be found in this thread as I said.
Note: As some may know Lightwave has its own solution for this problem: Dynamics Part Info provides an Internal Polygon output that can be plugged into the Clip input of the Surface Node Editor.
So what's the point of another homemade solution?
Unfortunately, Dynamics Part Info only works for dynamic parts (as the name implies), which means that if you bake the bullet simulation as an mdd, Dynamics Part Info understandably no longer works.