samadoni

Hi,

I might be wrong but i guess there is no way to make the points fixed on a deformed mesh right?

So could be great to have a texture space option like houdini in the scatter node to allow the points to stick on a deformed mesh.

 

thanks 

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pshipkov
You actually can.
There is a button called bake point cloud to curve.
Then wrap deformer the curve with your deforming geometry.
Then use the curve's CVs as your point cloud.
The reason i went with this approach is because the scatter node generates points both on the surface and/or inside the volume of an object, so we need a more generic approach than just "scatter in uv space", which will work only for surface scattering.
Hope these notes make sense.
Thanks.
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samadoni

yeah sure it would be only for points on surface.

Ok i see for the bake curve trick it's working; but meh not ideal 🙂 not really procedural, for every change you would need to rebake and rewire the thing  

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pshipkov
Adding your request to my to-do list - uv surface scattering.
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pshipkov
Keep in mind that UV point - to - 3d point lookup in Maya's API is not accellerated and will be slow if enough points.
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samadoni

cool thanks

But now that you are saying that maybe is not worth it if it's really slow? what's your point of view on it?

what would be the scale of the slowness compared the actual solution?  

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pshipkov
Hard to eyeball the performance right now, but remember using similar technique in the smartWrap node (in SOuP). It has an "uv" lookup. If you open the example scene, subdivide the source geometry, you will see that it starts to suffer by the number of points.
At the same time i remember making an uv to 3d point lookup network using soup nodes. It is one of the pointsOnMeshInfo example scenes (not in front of a workstation to clarify which one exactly), but it worked quite efficiently.
So, i need to take a look at that before saying too much 🙂
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