Heyo ya'all!
I've been trying to wrap my head around a concept. Is there a way to distrubute points on the faces of an animated mesh, without some disappearing/appearing due to the mesh transformation?
For context the mesh is also generated and animated via geometry nodes.
The concept is simple:
- Generate a box
- Use said box as points to distribute spheres inside of it
- Animate said sphere's scale
- Merge everything together to create a "blob-like" appearance (mesh to volume -> volume to mesh)
However now I wanted to add some spikes to this These shouldn't be "remeshed" so my idea was to distribute them along the faces of the blob and then join them afterwards.
However since the blob is animated the "Distrubute Points on Faces" node causes the glitching.
And the result of the geo nodes without the spikes so far:

Any help is highly appreciated! Cheers!




I'd have a follow up question on this however, maybe you'll have an idea. So now I can position the spikes with a rather consistent location that only moves them a little bit, how would one align them to the normals of the remeshed object tho?
Also once that is done is there a way to make them ignore all follow up transformation of the mesh? I'm thinking that if they follow the normals of the mesh through it's transformation it'll just lead to them twitching too much.
– Normaly Feb 16 '24 at 11:06