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I want to set up a procedural landscape where the tree distribution is based on the location of the mesh sort of like how I have the displacement set up. However, when I move the mesh the X and Y locations of the points stay the same while the Z location slides up and down with the displacement. Here is a video of the issue. https://drive.google.com/file/d/1X6YfJi2UtXq04B0zH2mIdU1a_L9-du6h/view?usp=sharing


This is what was in the Noise Texture 1 node group. enter image description here

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  • $\begingroup$ Looks more like an ID issue ... use blender 3 with fields ... it might solves your issue. $\endgroup$
    – vklidu
    Nov 5, 2021 at 21:26
  • $\begingroup$ What do you mean by blender 3 and fields? $\endgroup$ Nov 5, 2021 at 23:13
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    $\begingroup$ @HankTheTank: He means Blender 3.0 - which is still under development. With fields i think he means geometry nodes fields - which is the new great feature for Blender - and which has got now a new design and working since 3.0a. In 2.9 it had similar but also other nodes. $\endgroup$
    – Chris
    Nov 6, 2021 at 4:59
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    $\begingroup$ I probably misunderstood your Q ... Do you want to keep points stay on global X, Y while plane is moving? I thought you are refering to two glitching points ... Sorry $\endgroup$
    – vklidu
    Nov 6, 2021 at 9:20
  • $\begingroup$ You're fine. and yes I'm trying to make a procedural landscape where the trees stay where they are relative to the global coordinates and don't move with the translated mesh $\endgroup$ Nov 7, 2021 at 4:33

2 Answers 2

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It is working in some way (with some glitches on borders) ... but I can't say I really know what I did ... hopefully someone smarter will help you.

enter image description here

enter image description here

Geometry nodes (fields version) Blender 3.1 (this blender is not recognised as a blend file, so I can attach file here to play with.

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  • $\begingroup$ so of course +1 from me and if hank the tank is not satisfied, maybe i think about another solution ;) $\endgroup$
    – Chris
    Nov 9, 2021 at 6:09
  • $\begingroup$ @Chris I m totally new to GN so I would be interested in your solution ;-) points edge glitch seems to be issue of Density that tries to reach value due changing appearance in motion. $\endgroup$
    – vklidu
    Nov 9, 2021 at 6:39
  • $\begingroup$ no, you are not, Totally new cannot provide such a solution!!! ;) ok...i think about it....give me time ;) $\endgroup$
    – Chris
    Nov 9, 2021 at 6:45
  • $\begingroup$ @Chris Also points are limited to dummy object size, that can be any size, but ... what could be unlimited version? ... BTW I'm just new fields gave me a chance since they are more familiar to me ... like material nodes ;-) $\endgroup$
    – vklidu
    Nov 9, 2021 at 6:48
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    $\begingroup$ and fields are new for me and i am unfamiliar with it because i don't know material nodes too....;) $\endgroup$
    – Chris
    Nov 9, 2021 at 6:53
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Thank you so much for all the help. While I didn't use your exact method, it definitely helped me figure out the issue. I ended up branching out the geometry where I wanted the points to be distributed and then added a subdivide node to control the density. Then I converted vertices to points and reset the z location to 0. Then I randomized the translation on the xy axis using the noise texture. Finally, I used the original displacement node to return the points to the surface of the mesh.

Node Tree enter image description here

Node Group enter image description here

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  • $\begingroup$ Great you found solution ... btw what is inside node group? Just Noise texture? I tried to recreate your node tree to learn from you, but my result is just flat plane with points. Can you extend your A? Thank you :) $\endgroup$
    – vklidu
    Nov 10, 2021 at 18:50
  • $\begingroup$ The Node group is just the same noise texture setup I used for the original displacement. I grouped them so I wouldn't have to repeat any adjustments I made for the geometry displacement with the point displacement. The reason I replaced all the z coordinates of the points with 0 and then translated them up using the same noise texture was to keep all the points on the surface after I randomized the X and Y coordinates. Otherwise, the points would maintain their original z coordinate with the randomized X and Y coordinates which would place them most likely above or below the surface. $\endgroup$ Nov 11, 2021 at 5:24
  • $\begingroup$ I'm not sure if I explained that very well so if you don't understand just let me know and I can share the blend file. $\endgroup$ Nov 11, 2021 at 5:28
  • $\begingroup$ Multiply in Group was missing ... now I got the result :) $\endgroup$
    – vklidu
    Nov 11, 2021 at 19:34
  • $\begingroup$ Finally I had a time to check your flow ... great solution thanks :) ... few cosmetic touches imgur.com/2ezsthM $\endgroup$
    – vklidu
    Nov 12, 2021 at 17:35

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