Nice one! I just noticed it's possible to use "Set Position" just after the "Object Info" to slightly scale the rock's vertices in its normal directions just in the context of "RayCast". This way you can have an even better behavior preventing intersections. Just plug "Normal" -> "Scale (vector)" - > "Set Position (Offset)".
Great implementation of the Raycast node! Love seeing more people experimenting with it and coming up with good solutions. One tip I'll mention is that the "Ray Length" property for the raycast node can be shortened, not just to accidentally hit hovering objects that may not count as an intersection, but it can also drastically improve performance when colliding with more or more complex objects. The performance hit is minimal with smaller meshes like this, but may be helpful for big scenes. This is coming from someone who's used the Python equivalent of the Raycast in Blender for an add-on and learned that the hard way :) cheers
Great basic tutorial on the Raycast node. Just a quick tip, when you hoped the points would be visible enough in the video, there is a Set Point Radius node which could make them larger and much easier to see in the video. Setting the sphere to wireframe or bounding box while leaving the viewport in Solid mode would have also helped and saved you always switching between modes.
very nice! thanks! will implement it in my addon (ia scatter) asap. also, connecting a normal node to the ray direction input makes sense for both horizontal and vertical surfaces
This is super cool and usefull for my project which is generate old stone houses. The wall ares mades with stones not the same sizes and shapes and no mortar, so I wanted them to scatter on wall faces but not overlap. Thanks!
thanks for this. I keep finding new uses for this node. Still have the big open question I came here for. If I instance on points, I want its instances to avoid colliding with each other. so far I managed to create some circular logic that errors :)
On your point distribution node, change the distribution method from "Random" to "Poisson Disk" using the drop down arrow. You can then adjust the "Distance min" value to your liking.
Awesome, thanks. You can also get rid of all clipping by adding a scale elements node just before you realize :) It is the cheat method to get proximity!!!
i must have done something wrong. using blender 3.2.2 and all points disappear when i add the raycast, when i add the NOT bool, all points show even in the sphere? :(
nvm i figured it out. the plane needs to be subdivided a bunch as all those vertices on the plane are where the actual rays fire from. I was just using a plane with 4 vertices. hope this helps someone.
Is there a way to create a pile of rocks so I'll have a collection of big rocks, 2nd collection of middle ones, and 3rd of small and these objects inside the collections will not intersect each other? I wonder of is there an option to randomly create a pile of rocks where big ones are in the center, middle around, and smaller ones in small holes or outside.
Hello. In this case you avoid collision of two different collections. I tried avoiding collision within the same collection but couldn't make it, is it possible? I'm new to Blender, thx for your videos.
Hey Paulo, have you tried feeding your collection node into a "realize instance" node then taking that into the raycast node? 11:50 of this video might help...
Is there a way to use this in order to make every geometric shape randomly distributed into the instance points not to touch itself? "distance min" isn't good enought.. either too distant or then it clips elements when distance is setted as too close
I am here 1 year later to ask the same hahaha and if it's possible to adjust the distance between two instances that are made from the same original geometry.. 😅
Very helpful video, although I still can't figure out something. This video demonstrates how to prevent an object from clipping into another object. I'm using "distribute points on faces" to place leaves on a tree. How do I prevent the leaves from clipping into themselves?
Okay, okay, okay. So, here's my problem and I have half a mind the raycast node is the solution. If I've a figure with a texture that manages the skin tone on (say) the arm, hands and fingers. I want to add a fur, but the would be over the full arm/hand/finger mesh, and embaressingly we end up with fur on the palms of the hands, and fingers of the figure. Would a vertex group be used therefore (somehow) as an input to the raycast node to exclude the fur from the palms and fingers?
How can I use image texture to mask point instancing in Geometry node? I have digital elevation terrain with image texture. I want to instance trees on the green channel of texture. I already isolate the Green Channel in photoshop and make it black and white as a mask. Now I don't know how to instance trees on that terrain base on texture mask. Hope that explain my problem.
Hey there! it all depends on how close together the assets are and how big the overlap of the grass is. The raycast controls where the point of origin they are grown out of is located. So if you adjust that enough the grass won't intersect at all. Kind of depends on the assets. :) Hope that helps....
FINALLY someone explains raycast in a way that I can understand it. Thank you soooo much!
You’re welcome! So glad it’s helpful!
Nice one! I just noticed it's possible to use "Set Position" just after the "Object Info" to slightly scale the rock's vertices in its normal directions just in the context of "RayCast". This way you can have an even better behavior preventing intersections. Just plug "Normal" -> "Scale (vector)" - > "Set Position (Offset)".
Great tip! Thank you! :)
Great implementation of the Raycast node! Love seeing more people experimenting with it and coming up with good solutions. One tip I'll mention is that the "Ray Length" property for the raycast node can be shortened, not just to accidentally hit hovering objects that may not count as an intersection, but it can also drastically improve performance when colliding with more or more complex objects. The performance hit is minimal with smaller meshes like this, but may be helpful for big scenes.
This is coming from someone who's used the Python equivalent of the Raycast in Blender for an add-on and learned that the hard way :) cheers
Good tip!
Great basic tutorial on the Raycast node. Just a quick tip, when you hoped the points would be visible enough in the video, there is a Set Point Radius node which could make them larger and much easier to see in the video. Setting the sphere to wireframe or bounding box while leaving the viewport in Solid mode would have also helped and saved you always switching between modes.
very nice! thanks! will implement it in my addon (ia scatter) asap. also, connecting a normal node to the ray direction input makes sense for both horizontal and vertical surfaces
Awesome thanks for watching! And yes, good tip!
This is super cool and usefull for my project which is generate old stone houses. The wall ares mades with stones not the same sizes and shapes and no mortar, so I wanted them to scatter on wall faces but not overlap. Thanks!
Sounds cool! I'd love to see that when you finish it. Thanks for leaving a comment!
thanks for this. I keep finding new uses for this node. Still have the big open question I came here for. If I instance on points, I want its instances to avoid colliding with each other. so far I managed to create some circular logic that errors :)
On your point distribution node, change the distribution method from "Random" to "Poisson Disk" using the drop down arrow. You can then adjust the "Distance min" value to your liking.
@@Boipelo thanks, I was aware of that and it only works with the max size in a collection, not great with varying sizes
Awesome, thanks. You can also get rid of all clipping by adding a scale elements node just before you realize :) It is the cheat method to get proximity!!!
Hey good tip. Thanks!
i must have done something wrong. using blender 3.2.2 and all points disappear when i add the raycast, when i add the NOT bool, all points show even in the sphere? :(
nvm i figured it out. the plane needs to be subdivided a bunch as all those vertices on the plane are where the actual rays fire from. I was just using a plane with 4 vertices. hope this helps someone.
Glad you figured that out! And yes thanks for sharing. I should have mentioned that tip in the video. 😅 best of luck to you!
@@contentwh0re Gd, you sabed me, for ome reason i couldt make it work, thank you so much for your comment!
Thank you. I had the same question and you answered it!
Wow, that's very useful man, thanks for sharing your demonstration!
Thanks, David! :)
This is exactly what I was looking for! Thanks!
Glad I could help! Thanks for watching!
I just discovered the Proximity Geometry node and I was wondering if we could achieve the same effect with it?
Is there a way to create a pile of rocks so I'll have a collection of big rocks, 2nd collection of middle ones, and 3rd of small and these objects inside the collections will not intersect each other?
I wonder of is there an option to randomly create a pile of rocks where big ones are in the center, middle around, and smaller ones in small holes or outside.
Thx a lot, very good and simple tuto for GN raycast
Glad to hear it! and thanks for watching. :)
Hello. In this case you avoid collision of two different collections. I tried avoiding collision within the same collection but couldn't make it, is it possible?
I'm new to Blender, thx for your videos.
Hey Paulo, have you tried feeding your collection node into a "realize instance" node then taking that into the raycast node? 11:50 of this video might help...
@@KenanProffitt He means avoiding collision within the SAME collection. That does not work.
Is there a way to use this in order to make every geometric shape randomly distributed into the instance points not to touch itself? "distance min" isn't good enought.. either too distant or then it clips elements when distance is setted as too close
I am here 1 year later to ask the same hahaha and if it's possible to adjust the distance between two instances that are made from the same original geometry.. 😅
Great tutorial
Thanks Rafaei!
Very helpful video, although I still can't figure out something. This video demonstrates how to prevent an object from clipping into another object. I'm using "distribute points on faces" to place leaves on a tree. How do I prevent the leaves from clipping into themselves?
Today I learned how to get rid of penetration.
Now blender is becoming more powerful compared to houdini, Maya, 3dx, cenema4d
Okay, okay, okay. So, here's my problem and I have half a mind the raycast node is the solution. If I've a figure with a texture that manages the skin tone on (say) the arm, hands and fingers. I want to add a fur, but the would be over the full arm/hand/finger mesh, and embaressingly we end up with fur on the palms of the hands, and fingers of the figure. Would a vertex group be used therefore (somehow) as an input to the raycast node to exclude the fur from the palms and fingers?
Hey, great tutorial! Just a quick question, why did you use realize instance node?
Great video will this work with particles or scatter object overlapping each other or is there any option. Thanks for the video
It should help with avoiding collision with existing scattered objects. Hope it helps!
you solved all my problems
why you jdont just added an object for the points before ? instead of "i hope you can see this little tiny gray on gray points ?
bro what if i wanna distribute on volume? how can I make my particles no touch from my collection object instances
Great video. Ty!
Glad you enjoyed it! Thanks for watching!
How can I use image texture to mask point instancing in Geometry node? I have digital elevation terrain with image texture. I want to instance trees on the green channel of texture. I already isolate the Green Channel in photoshop and make it black and white as a mask. Now I don't know how to instance trees on that terrain base on texture mask. Hope that explain my problem.
Dear Kenan, thank you for sharing this amazing tool! is there anyway to prevent the grass from overlapping each others using ray cast?
Hey there! it all depends on how close together the assets are and how big the overlap of the grass is. The raycast controls where the point of origin they are grown out of is located. So if you adjust that enough the grass won't intersect at all. Kind of depends on the assets. :) Hope that helps....
How do you give a falloff to this? so the closer the grass is to the geometry the less dense it is, is it possible with this node?
what if my rocks are colliding with each other and I want to avoid self-intersections?
can we do same thing with geometry proximity for instance - with a line ?
Hey Arin! I haven't done much experimenting yet but yes it looks like you can!
Very useful.
Glad it was helpful!
Awesome!!!!!!
Thanks for watching! 😎
Thanks man
You’re welcome! :) hope it was helpful
what about self-intersection?
ah yeah, still workin on that one!
thank you very much!!
You're welcome!
Awesome!
4:50 :D
😜
Are you from Nebraska? You seem really Nebraskan
Haha nope. Texan. Nebraskan's seem cool though ;)
Hi it's not working in blender 3.3.1 why?
The node isn't working?
Bro after year?
After a year! 😅
Great comeback!!
This didnt work for me at first, make sure your ground plane hase enough geometry
my points are massive ~~ for some reason????????
Hey! you might need to apply the scale on your object. "Ctrl-A + apply scale" that should bring the points down to the correct scale
What the sus it has been a year!
Haha yes... I’m back!
i followed exactly what he did and it did not work in 3.4
now it's work different
calculation not accurate