Hi,
I found this geo node setup on YT and would like to know if its possible to adjust the distance of the points to the target? A way to make the target attract or repel the points.
Or should this be done with a Proximity Node setup??
Hi,
I found this geo node setup on YT and would like to know if its possible to adjust the distance of the points to the target? A way to make the target attract or repel the points.
Or should this be done with a Proximity Node setup??
You could set yr mode on object info node, to relative, and the the scale will affect the points.
I’d like be able to adjust the point distance to the target (Tree) object. I understand the rays shoot up and the gap is based on the geometry it hits (the width of the tree) is it possible to adjust how much of the target is hit?
The #support:tutorials-tips-and-tricks is for sharing tutorials, #geometry-nodes questions are generally put in #support:modeling or #support:materials-and-textures
Thanks Joseph…I couldn’t work that out, so I took a gamble…is there a way to move the thread or should I delete this post? The site needs a geo nodes support section.
raylength works in my case, but I think maybe the underside of yr tree is planar so it probably wont in yr case.
Which is why I suggested this…
The raycast works just fine…This is not for one tree, it will be for an entire scatter setup…I just want a way to adjust the gaps under the trees
Yes, use proximity instead and remap the output distance…
Thanks Hadriscus…I thought that might be the case.
Do you have a geo node setup for that??..I’ll give it a try and see how I go on my own.
Its Done! I got it sorted.
Found a proximity setup on YT and incorporated it into my scatter node setup.
I can have a single object, collection or a scatter (scatter of an object or collection) that I can have influencing / erasing another scatter such as the grass in this case.
Geometry proximity has a distance output which you can use (no need to calculate it from position).
Thanks again Hadriscus…I removed the position and distance nodes and connected the proximity distance and it works the same.
I’ve updated the proximity setup, this time using the Map Range node.
It works a lot better, as it’s setup to remove the scatter under the proximity object when inverted / attracting (whereas before there would still be scatter under it).
Here’s the setup…It took me hours to stumble my way through it, but I got it.
NOTE: If the zero distance to the proximity object is too close and intersects when inverted…adjust the “Zero Distance” value.
Please let me know if there is a better, more efficient, simpler way to do this.
Here’s the Blend file if anyone wants to play with it.
(I’ve made some slight changes to the Map Range nodes (compared to the image below) to minimize the tiny tiny instances on the outskirts)
Proximity Map Range.blend (2.3 MB)