Is there a way to have more control over the point gen distribution?

So I have created a line of points with the point gen POP, but for my desired result I want to change the distribution pattern of the points, so that there are more points generated in one part of the line than in other parts, and really tweak around until I get the result that feels good, like you would do with a noise. What’s the best way to do that?

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Hello @thevoyageofdesign

One option is to resample the line using an independent variable attribute to control the division density. In either the Line Divide or Line Resample node, you can set the Resample Method to Points as Keyframes and feed in a line containing the attribute you want to use as that independent variable.

LineDivideDistribution.toe (4.2 KB)

Thanks!
So as I understand correctly this is not possible with the point gen?
And what if you want it to distribute more randomly, creating random patterns, with different density over time?

Maybe I’m starting also from the wrong foundation, for what I want is to animate this line of points upwards or downwards, where the pattern will change with all the new points that are appearing. Because now, if I set the animation speed to high with my Limit POP solution you’ll very quickly see the same constant pattern, because it just loops the same distribution of points over and over again.

I should’ve mentioned earlier that the Point Generator POP doesn’t let us control point distribution right now, which is why I first thought of line resampling.

But given your use case, here is another idea: you could try controlling the density by filtering points out. Just randomly delete points from the Point Generator POP using a probability driven by a Pattern or Noise POP.

PointDistributionControl.toe (4.7 KB)

As for the repeating pattern problem, you could use a three-set point queue. You’d only display two sets at a time while the hidden third set regenerates.

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redistribute.tox (47.5 KB)

more difficult than I thought, but using a Lookup Attribute POP to move P.x closer or farther to a mid-point between 0 and 1.