DulceDiva Posted November 22, 2023 Share Posted November 22, 2023 Hi all! Having a hard time scattering gems onto surface of clothing...shoes etc. Tried geometry nodes with no luck,all I'm getting is distorted results or nothing at all. Is there a trick into distributing diamonds/pearls,anything I want on clothing evenly/randomly?🤔 I've been doing this by hand so far and it feels like years have passed by... Link to comment Share on other sites More sharing options...
Frionil Fang Posted November 22, 2023 Share Posted November 22, 2023 Something like this? I used to use a particle system to scatter stuff randomly (after getting a pleasing enough distribution, convert the particles to actual mesh), but I guess with geometry nodes these days that's not necessary... haven't gotten to play much with them yet. 1 1 Link to comment Share on other sites More sharing options...
GlamLine Posted November 22, 2023 Share Posted November 22, 2023 (edited) 8 minutes ago, Frionil Fang said: Something like this? I used to use a particle system to scatter stuff randomly (after getting a pleasing enough distribution, convert the particles to actual mesh), but I guess with geometry nodes these days that's not necessary... haven't gotten to play much with them yet. Nice. Edited November 22, 2023 by GlamLine Link to comment Share on other sites More sharing options...
DulceDiva Posted November 22, 2023 Author Share Posted November 22, 2023 (edited) @Frionil Fang That's what I am going for! What about origins? Does the sphere need to have 'Origin to geometry'? Or a certain distance / placement for it to work? My settings do anything but that... 🤔 I am trying to scatter those gems onto the bodysuit. Edited November 22, 2023 by DulceDiva 1 1 Link to comment Share on other sites More sharing options...
Frionil Fang Posted November 22, 2023 Share Posted November 22, 2023 (edited) 7 minutes ago, DulceDiva said: Does the sphere need to have 'Origin to geometry'? In the above example the "stud" object is just a small hemisphere oriented along the Z axis, with its origin centered at the bottom: The origin points are what are scattered and the geometry follows, so if I offset the geometry upwards, each stud on the sphere they're scattered on would start to hover. Might also want to make sure you've applied scale/rotation on the stud. Edited November 22, 2023 by Frionil Fang 1 1 Link to comment Share on other sites More sharing options...
DulceDiva Posted November 22, 2023 Author Share Posted November 22, 2023 (edited) @Frionil Fang Applied scale/rotation, however it won't multiply,it only scatters 1 copy of the object. My object consists of a stud + a diamond. No idea why it does that,tried playing with the settings but I don't know what exactly is wrong here. EDIT: managed to get them to multiply, but they're going off the mesh and actually colliding with one another. Edited November 22, 2023 by DulceDiva Link to comment Share on other sites More sharing options...
Frionil Fang Posted November 22, 2023 Share Posted November 22, 2023 Your distance minimum on Poisson scatter is set to 10.2 meters, which might not be what you want? Above: max density 5, min distance 0.2 m (which is the size of the stud object). Below: min distance 2 m. Barring that I should probably leave it for someone more experienced to figure out. 1 Link to comment Share on other sites More sharing options...
DulceDiva Posted November 22, 2023 Author Share Posted November 22, 2023 (edited) @Frionil Fang Got it to display at the right size, but now I'm only left with 1 instance,it won't multiply. I'm going insane lol... 😵  Edited November 22, 2023 by DulceDiva Link to comment Share on other sites More sharing options...
Frionil Fang Posted November 22, 2023 Share Posted November 22, 2023 I'm gonna have to let someone smarter take over with this investigation, sorry. Two last ditch ideas to check: if your bodysuit is two-sided, have you looked on the inside if the points are getting scattered there? Also have you tried setting the min. distance to 0? This is equivalent to the purely random mode of scattering and obviously skips the uniform-ish distance checks, but at least it lets you see if something is up with scale/distance considerations. 1 Link to comment Share on other sites More sharing options...
DulceDiva Posted November 22, 2023 Author Share Posted November 22, 2023 (edited) 29 minutes ago, Frionil Fang said: I'm gonna have to let someone smarter take over with this investigation, sorry. Two last ditch ideas to check: if your bodysuit is two-sided, have you looked on the inside if the points are getting scattered there? Also have you tried setting the min. distance to 0? This is equivalent to the purely random mode of scattering and obviously skips the uniform-ish distance checks, but at least it lets you see if something is up with scale/distance considerations. @Frionil FangThank you for helping me so far! I got it to work by adjusting the distance indeed! To an odd value... but it does the job hehe  Set the distance to 0.050 and then increased density to crazy values... and BOOM. My bodysuit got some nice gems on it. Thanks a bunch!! Edited November 22, 2023 by DulceDiva 1 Link to comment Share on other sites More sharing options...
Aquila Kytori Posted November 23, 2023 Share Posted November 23, 2023   On 11/22/2023 at 6:23 PM, DulceDiva said: Got it to display at the right size, but now I'm only left with 1 instance,it won't multiply. I'm going insane lol.  The Distance Min value is in meters, so when, as in your screenshot it is set to 2.000 it means the minimum distance between instances is 2 meters ! With a minimum distance between instances set to 2 meters your clothing item is just too small to have more than one instance   1 Link to comment Share on other sites More sharing options...
Recommended Posts
Please take a moment to consider if this thread is worth bumping.
Please sign in to comment
You will be able to leave a comment after signing in
Sign In Now