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Is there a way to control the density of distribution of points within a volume with a gradient *using the mesh to volume node?

I'd like to fill a sphere or cube-shaped object with points (which will be instanced objects) and give the center of the object a higher density of points than its boundary (much like a spherical gradient).

Zero Dean
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Would something like that work ? enter image description here I needed to add a Multiply node with a big amount for the effect to be visible.

thibsert
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  • That looks promising, thank you! In my case, I am trying to get this to work with "mesh to volume".

    Using your example as a starting point, I've tried plugging in the gradient texture into the "mesh to volume" node but that results in a red noodle.

    – Zero Dean Dec 31 '23 at 18:09
  • Yes, the gradient texture outputs a Field value (diamond shape), that can't be plugged into a Single value (round shape), hence the red noodle. Maybe that answer will help you (I can't figure it myself, but hopefuly it will give you a better understanding of the problem and some clues) [link]https://blender.stackexchange.com/questions/274557/why-is-there-a-red-line-when-i-try-to-connect-one-node-to-another[/link] – thibsert Jan 01 '24 at 03:43
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You can try using this setup. Its basically deletes points that are close to mesh surface using distance to a surface as probability.

enter image description here

Higgsas
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