floating instances with mash world node/cluster

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ryan harrington

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Nov 21, 2017, 11:25:22 AM11/21/17
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I have a lot of proxies in my scene distributed with Mash.

My network first has a mesh plugged into the distribute node, then also into the cluster node.

Some of my proxies are floating. This seems to be a result of the cluster collision piling them up, am I missing a simple way to stick them down?

Just tweaking the numbers is going to result in a fair bit of diagnostic rendering and tweaking that I'd rather not add to the job.

Am I missing a trick?

cheers,
R

Ian Waters

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Nov 21, 2017, 11:31:46 AM11/21/17
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Hey Ryan,

There are a few tricks you can use:
• Add an Offset node and force the points back down on the mesh with the Closest Point on Mesh mode (or the ray casting mode new in 2018).
• Scale the cluster points based on their distance to a neighbour, that usually helps with this.
• Up the collision iterations.
• Increase the cluster radius values.

I assume you’re using a 2d cluster (like disc or circle), and not a 3d one (like ball or sphere)?

Best,
Ian


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ryan harrington

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Nov 21, 2017, 11:41:40 AM11/21/17
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I'm using Fibonacci spiral. The offset node sounds good, I'll have a play. 

Thanks!
R




ryan harrington

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Nov 21, 2017, 11:50:33 AM11/21/17
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Actually, disk clusters are solving reliably without adding complexity. 

Thanks Ian 

ryan harrington

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Nov 23, 2017, 7:58:56 AM11/23/17
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I did a render test and some of my flowers were still hovering, so I tried adding offset nodes yesterday.  I thought it would be somewhat onerous but that node resolves placements incredibly fast.
Nice job :)
  
Thanks again for the help.
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