currently in Sprinkle POP you set the max number of points it generates.
RFE: add a secondary configuration, where instead of the max number of points, you only set the spacing between points (= the voxel size). The smaller the spacing, the larger the amount of points will become.
Hello @nettoyeur
Thanks for the suggestion — the idea has been noted and passed along to the team.
You can sort of do that with following the Sprinkle POP by a Facet POP, Consolidate Points, “Spatial Grid Per Voxel” mode (grid resolution is relative to the input bounding box), see attached, but yeah it would be good to have more more options on the Sprinkle POP and there might be more optimized ways to do it as well.
SprinklePerVoxel.toe (29.3 KB)
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thanks @vincentDev !
My usecase is: wanting to fill the volume of any POP mesh with regular distanced particles (for softbody physics).
If I try your technique with a Sprinkle POP set to fill the volume with just 1000 points, adding a Facet POP set to Spatial Grid per Voxel freezes TD indefinitely.
You’re welcome @nettoyeur, thanks for trying it out, in the toe I shared if I switch the sprinkle to volume I do get a crash as well, we’ll investigate.
I was thinking more about surface sprinkle with the toe file I shared, for a volume you might get better/faster results starting with a Grid POP and removing points outside the mesh, see attached. You can add some jitter to the grid points to get something less uniform.
Is that closer to what you were looking for?
Using Ray POP might be a bit counterintuitive for that, we’re also planning on streamlining that.
FillVolumeWithPoints.toe (29.7 KB)
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The crash / freeze (interesting it freezes and not crashes for you, but hopefully same issue) is fixed in builds 2025.32346+
Also noticed groups were broken for spatial grids mode, also fixed.
As a workaround for now and especially if input geo is static you can use a convert POP / copy Topology back to CPU before the facet POP. (doesn’t fix the group issue though).
The other consolidate distance based modes should work too to get a more even density, but probably less regular - also slower depending on input - so I recommend the grid POP method mentionned above.
SprinklePerVoxelVolumeWorkaround.toe (29.6 KB)
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