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Author Topic: Density and scale controlled by map  (Read 1560 times)

Pixelpark

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    • Pixelpark
Density and scale controlled by map
« on: February 05, 2019, 10:09:05 AM »
Hi. I'm trying to create an even distribution on a surface where the density and the scale of the instances change following a map.
Let me explain: in the attached pictures you'll see a full map distribution, with a certain unit density, and a gradient radial map applied on the transform/scale in order to make the boxes smaller in the center of the surface.
What I'm searching for is a way to gradually increase the density toward the center of the surface in order to fill the entire area with the cubes. I mean: where I have small cubes I need a denser distribution, where I have bigger cubes I need a less dense distribution. The final goal is to have the entire surface covered with cubes in a regular distribution (no gaps at all), and the boxes must be small in the center and big at the edges.
Is it possible? Anyone have some suggestions?
Thanks to everyone
Cheers

Rokas

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Re: Density and scale controlled by map
« Reply #1 on: February 05, 2019, 11:25:16 AM »
Hi
From Your description it seems like geometrically impossible pattern.
I attach You our best attempts (Full credits to Paul)

Note:
It uses RailClone rather than ForestPack.



Hope this helps.
Rokas

Pixelpark

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    • Pixelpark
Re: Density and scale controlled by map
« Reply #2 on: February 05, 2019, 12:25:42 PM »
Hi Rokas.
What I see in your pics is exactly what I would. Unfortunately I don't have railclone...
One question: with railclone is it possible to scatter cubes like those on a complex surface with noise and other deformations on it? I mean, the scattered geometry remain stitch to a surface, like a terrain, even with railclone, right?
Thanks anyway for your suggestion.
Cheers

Rokas

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Re: Density and scale controlled by map
« Reply #3 on: February 05, 2019, 02:41:12 PM »
Yes RailClone can adapt to surfaces:
Rokas