Today, I struggle with…
Can anyone advise how to delete instanced objects on a curve with a nearby object? I tried similar method I’m using on deleting faces, but I got lost, it seems.
The closest solution I was able to find was this, however, I think it doesn’t apply to my case with just one deleting object in the scene.
As usual, any help will be appreciated!
tree_away.blend (1.9 MB)
You can just disregard this point by using this selection socket and a boolean math set to not with the index of the point…
Hope that helps.
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Geez, raycast is total overkill for this…
As AlphaChannel has pointed out, you can use the Selection on Instance on Points… and combine that with relative distance to your instancing points.
…always remember to try do as much as you can in the points domain before geometry gets instanced and things get complicated.
Good luck.
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Ah, right, I missread that, missed the by distance bit!
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It is an overkill on the example I provided. But I’d like to implement this in a scene where I use complex shapes and therefore am dependable on things such as raycast (maybe there’s another alternative to this, but I’m unaware so far).
For the time being, my deleter mesh deletes all faces. But can’t handle instances (without disrupting original points on base curve for said instances - that’s not what I’m looking for).
Any other ideas then?
Increase the value in the Greater Than node to be in the order of the size of your cube.
There is also the Proximity node you can try before resorting to the RayCast.
Good luck…
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Increase the value in the Greater Than node to be in the order of the size of your cube.
The problem is that this would add to additional work when setting up the constraints for the end-result mesh.
I already have raycast deleter mesh in place that deletes all realized faces faces, but doesn’t react to these instanced trees.
In ideal scenario, the same mesh that’s used for raycast could prevent certain curve points from being used for instanced objects. Unfortunately, I still don’t quite understand how to make this happen.
There is also the Proximity node you can try before resorting to the RayCast .
Yes, I tried it just now. Couldn’t wrap my head around it though…