Procedural object placement |
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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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