noizfactory
Hey Peter,

I am trying to scatter points on a mesh vertex with 1 point per vertex and have followed the fluid examples that you've added to demonstrate the fill with fluid workflow. But it doesn't seem to generate any scatter points whenever I connect something to the inPositonPP attribute (in both surface and volume modes).

meshShape.worldMesh > scatterShape.inGeometry
meshShape>group>pointAttributeToArray.outPositionPP>scatterShape.inPositionPP

I connected the same to displayComponents node to debug and it also didn't show up anything.

Am I missing something here?

-Sachin

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pshipkov
I am not entirely sure what you are doing in this case, but if you want to have point per vertex then you don't need scatter node.
do this:
mesh.worldMesh -> pointAttributeToArray.inGeometry
turn on the "position" switch
pointAttributeToArray.outPositionPP -> pointCloudFluidEmitter.inPositionPP

that's all i think.

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noizfactory
Thanks for replying Peter.

Actually, I'm not using this for any fluids stuff right now. I just want to scatter points over the vertices of a mesh and then feed that into a particle node. I can do so using the point node too but need to use the scatter node right now as my network is already built using that.

So is it possible to generate scatter points over mesh vertices using the scatter node's inPositonPP attribute?

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noizfactory
Figured this one out!

Curiously, it works when:

mesh.worldMesh>group.inGeometry
group.outGeometry>scatter.inGeometry (with the pointAttribute.outPositonPP>scatter.inPositionPP)

However, it doesn't work if I directly plug the mesh.worldMesh to the scatter input and also have the connection to the scatter node's inputPosition PP. I guess this is because the scatter node has no idea of the vertex positions unless you pass it through a group node?

Works for me now though... Its awesome discovering such workflows in SOuP :-) Thanks again Peter for such an awesome awesome toolset :-)

-Sachin

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Elizeusz
noizfactory can you show me screen shot from your hypershade ? I think i am still doing something wrong because this is not working for me..
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noizfactory
Hey,

I'm browsing through a firewall at work. So it won't let me upload local stuff. But here's the network:

meshShape.worldMesh->group.inGeometry (I'm talking about SOuP's group node)

Set the "Operation" type in the group node to "Range" and under "Range", set "Step" to 1, 1. Then:

group.outGeometry->scatterShape.inGeometry

Now for positionPP:

meshShape.worldMesh->pointAttribuetToArray.inGeometry

Switch on "Position" in the pointAttributeToArray node and then:

pointAttribuetToArray.outPositionPP->scatterShape.inPositionPP

Now, you just have to set the "Scatter Mode" to "Volume" in the scatter shape node. However, with this method the number of scatter points and related attributes won't work. What still works though is the UV based map control (don;t know about the projection based parameters) which is nice as one can still use masks!

-Sachin

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pshipkov
You are right, i forgot that if you pass point positions the scatter node will do the right thing. But then, in your case you don't even need the scatter node, because the pointAttributeToArray already gives you the point positions that you can pass to the pointCloudFluidEmitter.
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Elizeusz
                noizfactory  here is the scene.
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noizfactory
Quote:
You are right, i forgot that if you pass point positions the scatter node will do the right thing. But then, in your case you don't even need the scatter node, because the pointAttributeToArray already gives you the point positions that you can pass to the pointCloudFluidEmitter.


Peter, are you saying that I can used pointCloudToFluidEmitter for even scattering over a surface? I'm using scatter node too because even if I'm generating points over vertices, I can still use mask maps to remove points from certain vertices over the surface. (Also I'm not doing this for any fluids related fx).

I'm checking your file Elizeusz.
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noizfactory
Hey Elizeusz,

I checked your file and the problem seems to be a peculiar one. Your network is fine and everything is set up as it should be. However, the scatter node in this setup does not seem to generate any points if your mesh is absolutely planar. Just try sculpting some arbitrary undulations (however little it is) on it and bang! You will have generated scatter points on all the vertex.

Peter, could you please have a look at his file and perhaps see why this is happening? Probably there is a good explanation behind it.

-Sachin
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Elizeusz
Thank you for your help ! :)
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Elizeusz
noizfactory do you have one red point per vertex on the mesh ? In my scene there is only a couple of red  points why ?
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Elizeusz
Ok i set higher tolerance in volume scater and looks good.
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noizfactory
Oh right, I forgot to mention that you need to set the tolerance value to the max (180 I think) to generate pointsover all the vertices.
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pshipkov
I don't have access to Maya right now.
I have the feeling that you are trying to scatter points over plane when the scatter node is in "volume" mode. Try setting it to "surface" mode and see what happens.

No, i didn' mean that you can pointCloudFluidEmitter to scatter points over surface. What i meant is that you can "collect" the vertex positions using pointAttributeToArray and connect the .outPositionPP to the .inPositionPP of the pointCloudFluidEmitter.
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