Tiny Planet with Geometry Nodes: Plants growing above water level only. How to?

Hey Guys,
me again with my Tiny Planet probem… :slight_smile:
After your help with understanding the Capture Attribute thing, I now struggle to let the trees grow only above the water level.
Seems, that using the Z distance in combination with the normals is only working with flat planes (deformed to mountains), and not with a sphere as basis.
So now, with my setting, the trees stop growing from the global Z threshold, not the radial distance.
I’ve also tested Geometry proximity, but this didn’t work either.

What am I doing wrong?

Thanks for your help understanding the next Blender riddle :slight_smile:
Best regards
Wolfram

What are you using as your water mask? Can you also use this as the density of trees?

Thanks for your quick reply!

I’ve generated another icosphere for the water. And in a youtube tutorial it was done similar (especially with those flat plane based tutorials).
I’ve tried to use the water sphere as input, but didn’t get it working.
So I tried using a value first (for the distance), together with a “less then” and then use delete geometry. But didn’t work either.
Maybe I didn’t get the basic logic yet, how to juggle with those nodes…

Here is my suggestion:
Use a distance vector math node with a position input in one socket, and a value of [0,0,0] in the other.

You can use this as the density of your distribution, and use a color ramp to change falloff and culling.

You can build on what I suggested in the last thread: the captured attribute already encodes a height value in the resulting mesh, so plugging this in the selection (or density, as @Charles_Weaver suggested) allows you to control the distribution.

In order to get the rotation, I used the attribute transfer to obtain the normal from the original sphere and align Euler to vector to rotate the instances. You would probably want to distort this rotation with some random value for your application.

geonodes_terrain_2_v01.blend (111.5 KB)

Hey @LordoftheFleas ,
you are my hero!

@Charles_Weaver thanks for your suggestion, but unfortunately I didn’t understand enough of the Geometry nodes to be able to get it working with the information.
But with the second help of the Flea-Lord it worked!

I even managed to cut away the palms from the higher snow level with another greater-than node and a delete geometry :slight_smile:

I’ll do some more fiddling to get comfortable with this visual plugging-programming now.
Blender rules!

Best regards
Wolfram