Procedural object placement

As you see in the former tutorials InnerWorld can produce meshes. Nodes linked into an acyclic graph will calculate the mesh's shape. Creating only terrain meshes for a landscape generator is not sufficient. Often you need a bulk of objects placed in the scene in relation to the terrain. This can be done in the same procedural way. One or more nodes of the acyclic graph can be used to duplicate predefined objects all over the scene.

  • When the processing graph ends in a mesh node the shape of this mesh will be generated. A lot of vertices and faces are calculated. The shape of the mesh is determined by the processing graph.
  • When a placement node is used only the locations where to duplicate an already defined master object are calculated. The user have to edit the shape of the object. Spreading the duplicates over the scene is done by the processing graph.
  • In most scenes each duplicated instances should look a little bit different. This can be simulated by applying a small amount of randomness to every single instance. This jitter affects only scaling and rotation. The shape remains the same.
  • Editing the mesh of the master object can be propagated to all duplicated objects by pressing the refresh button.


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