Showing posts with label spareinput. Show all posts
Showing posts with label spareinput. Show all posts

Thursday, 18 April 2019

Copying different objects to points

Sometimes you need to copy a bunch of different objects to points. Eg. You have 5 variations of wood splinters and you're emitting them from a snapping plank.
Instead of using the slower copy stamp with random point values, you can use a ForEach loop and a Switch node..and of course a point wrangle.

Connect the objects to the Switch node. In a point wrangle, give each point an (random) integer value (eg "instanceID") ranging from 0 to the number of objects you have.
Make a ForEach network and connect the Point wrangle into the top. Create a null node directly after the start of the Foreach Begin. This will be a "temporary holder" node. It will carry the instanceID value to the Switch node. I've called it PT
The clever bit happens in the Switch node. In the parameter window, click on the cog wheel and add a Spare Input. This will create a new dialog box called Spare Input 0. Type in:

../PT

This will point the spare input to our temporary null & its instanceID value.
In the Select Input dialog box, type

point(-1, 0, "instanceID", 0)

here we are telling the Switch node to get a point attribute from input -1 (which is the spare dialog....which is pointing to the PT temporary null..). The attribute in question is instanceID.. NICE.
A purple arrow going from PT to Switch should have appeared now. This represents that link we've just made.

All that is left to do is to create a Copy To Points node & put the Switch output into the objects input & plug PT into the points input. Finally plug the output of all of that into the Foreach End.