Started by WAS, July 18, 2019, 08:03:52 pm
Quote from: Matt on July 18, 2019, 11:22:08 pmObject spacing is in metres. There might be some other cause of the misaligned textures. Make sure the thing generating the circle is a 2D circle function, not a 3D sphere, otherwise the Y position may fall outside the sphere.
Quote from: Matt on July 19, 2019, 12:16:19 amIt might not be possible to do this without the occasional doubling up. You'd have to guarantee that your dots fall only on the exact grid points that the population generates, which might be mathematically impossible with a curved setup like this (that's just my intuition, I haven't studied it closely enough). Two possible solutions come to mind. 1: Do it without tiling; draw a grid of dots in photoshop and then erase the ones you don't want. Or 2: Accept some twins, triplets etc. and delete those instances. I'm not sure there is a better way yet.
Quote from: Dune on July 19, 2019, 01:58:13 amI've worked on this problem several times. In the early days, when editing wasn't possible it caused serious problems. Editing is best done with a non-box preview, as you better see what you're doing. And sometimes instances are not shown in box, but are in smooth shaded, e.g.I often have to set up evenly spaced lines of trees along roads, and also got problems when the pop was attached to the ground, and angled. If at all possible (flat ground) a floating pop better aligns and doesn't miss instances. I wonder why that is, and whether it can be helped.Btw. that pavement; does it only seem to bend with the warped angles, or is it? I mean the dividing , perpendicular lines. We've worked on that problem too, getting lines perpendicular to the direction of the warp bend with it, so to speak.