I want to use a geometry node to place a fixed number of instances on the outline of an object based on the camera's viewpoint. How can I place a fixed number of points on the outline of an object that looks like this image based on the view? The image is an just example of manually placing vertices. I also tried the method using boolean, but I didn't get a satisfactory result. Any help would be greatly appreciated!

enter image description here

I was able to place the points on the outline using the normal and the camera, but I did not have control over the exact number and position.

enter image description here

Update 6/4

-I succeeded in creating an outline around the object and resampling it to add dots! However, the curve is a bit unstable, so the position of the vertex flickers. I'll try to find a way to make it more stable.

blend file : https://drive.google.com/file/d/1nutIUEuca_n9tiB0d8Tlq4dizP3qhIs9/view?usp=sharing

enter image description here enter image description here

  • $\begingroup$ Have you already created the outline, or is this about the points AND the outline? $\endgroup$
    – quellenform
    May 27, 2023 at 6:54
  • $\begingroup$ I want to place the points along an outline. The images are just manually placed vertices for illustrative purposes. Using normals and cameras, I was able to place the points on the outline, but I had no control over the exact location and number of points. I am trying to place the points on an outline as shown in this video. youtube.com/watch?v=bzGW4TDXE-0 $\endgroup$
    – toyxyz
    May 27, 2023 at 7:07
  • $\begingroup$ Have you already tried the node Resample Curve? $\endgroup$
    – quellenform
    May 28, 2023 at 21:48
  • 1
    $\begingroup$ Well, that's the big question (Which is not easy to answer, by the way). But I would suggest you change that question so that we can get closer to a possible answer. Because once you have created curves that represent an outline of an object, it is only a small step to a correct subdivision and conversion to points. $\endgroup$
    – quellenform
    May 30, 2023 at 16:23
  • 1
    $\begingroup$ I don't know if I'll find the energy to try, so I'll just share an idea: spawn points as you already do, based on normals, but many more points. Then flatten the points to a single plane perpendicular to camera rays. Then you can spawn curves of 0 length on those points and fill the curve. Then delete internal edges (neighbors = 2). Now convert to curve and it's the outline? $\endgroup$ Jun 5, 2023 at 20:02


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