I think that most likely there is no solution that to that atm given the point instancing is relying on the shape for the distribution unless the devs fix that logic. Your best bet is to convert the points to meshes then shrinkwrap them on the deforming geometry. There could be other workarounds however the point distribution needs another logic to work without those glitches in such uses.
My guess is that the random point locations are calculated using the edges of a poygons (as in picking a random point on a triangle), and if the polygon starts to deform larger than a certain amount, a new point location will be choosen which causes those pops.
Geometry nodes are not history-dependent, meaning that the node tree gets re-evaluated at each frame change, and all the points get re-scattered. Weād need some sort of attribute interpolation for distributed points to be temporally stable, and a solver node to get data from the previous frame. I donāt think thatās in the works right now, but I would like to see it happen too !
I think a solution of your problem is to change order of your operations. First you have to scatter points on initial form of the sphere and then to deform it. In this way performance will be probably even more efficient. Iām not sure how exactly such order can be achieved.
I would also like an āasset drop modeā where as long as you donāt click yet you can use up/down arrows to scale the asset and left/right arrows to rotate it along Z (or hit x or y key to change the active axis).
Does anyone know if itās possible for assets to have a custom local axis?
In a nutshell, this is the vertex weight proximity modifier ported to geometry nodes. This can be used to do things like prevent scattered instances or displace the mesh in areas occupied by other objects or near them.
Hi, donāt know if this is the right place to ask questions. I try
I want to be able to have a smooth transition and being able to control it. The Attribute color ramp doesnāt seem to work, or I am doing something wrong.
Hi,
That atribute compare node will result in 0 where the condition is not met and 1 when it is met but no in betweens, then the color ramp will remap those values to the steps at itās extremes (which in the image are set to black and white, so the color ramp isnāt going to do anything). it wonāt make it gradual. Thereās different ways to make it gradual depending on what type of effect you want to achieve. One way (not the coolest effects, but a simple setup) is to take the discarded points, assign them a random attribute value, and use that value weighted by the y distance to create a mask for the discarded points and then rejoin the unmasked points if that makes sense, like this:
Sorry, I think I made it more confusing than it needed to be, and the setup I showed wasnāt very good really. The important things to consider are that the attribute compare gives a boolean result, it wonāt become gradual via a color ramp. To make it a smooth transition you must incorporate some dependency on the y position of the points, and not just on the condition of y being greater than the y position of the empty, which is a boolean condition, and depending on the effect you are looking for, maybe add some randomness on which points to leave in/out, which in the example I showed was achieved by assigning the points a randomized attribute and factoring that value to decide which points to leave in / out). I hope Iām not making it even more confusing, english is not my first language.