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I try to instance objects on two unified meshes with a mesh boolean node. The problem is that when the mesh changes, the instances are recalculated on the points:

enter image description here

I understood from a number of people that a solution may be found by using the new UV nodes in Blender 3.4 Alpha (UV unwrap and Pack UV islands). I've been messing around for a few days and this is my node tree so far:

enter image description here

I have tried to use the Intersecting Edges of the Mesh Boolean node as a seam in the UV unwrap node etc. but so far without success.

Does anyone have an idea how to prevent recalculation and how to add or remove instances at the location of the seam?

EwSa
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1 Answers1

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As you can see, Distribute Points on Faces creates a new distribution of points at every minimal change of the underlying mesh.

To avoid this, you would have to apply the node to both surfaces together first, and then apply the Mesh Boolean node afterwards.

Then, by comparing the positions of the points with those of the remaining faces, you can create a selection with which you can remove the excess points:

enter image description here


(Blender 3.1+)


Update

If you want to align the instances to the surface, just plug in the Rotation from Distribute Points on Faces:

enter image description here

quellenform
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  • Tnx for your sollution! This keeps the points on place :) Would you please also add the instancing on points to your node tree, as I have in my example in the question? With this solution I have problems with the orientation of instances along the normal. Thanks in advance! – EwSa Sep 03 '22 at 19:14
  • @EwSa That's what you meant, right? (see update) – quellenform Sep 03 '22 at 19:46
  • Thnx a lot! This is what I meant :) – EwSa Sep 04 '22 at 06:14