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Is there a way to control the density of distribution of points within a volume with a gradient *using the mesh to volume node?

I'd like to fill a sphere or cube-shaped object with points (which will be instanced objects) and give the center of the object a higher density of points than its boundary (much like a spherical gradient).

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You can try using this setup. Its basically deletes points that are close to mesh surface using distance to a surface as probability.

enter image description here

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Would something like that work ? enter image description here I needed to add a Multiply node with a big amount for the effect to be visible.

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  • $\begingroup$ That looks promising, thank you! In my case, I am trying to get this to work with "mesh to volume". Using your example as a starting point, I've tried plugging in the gradient texture into the "mesh to volume" node but that results in a red noodle. $\endgroup$
    – Zero Dean
    Commented Dec 31, 2023 at 18:09
  • $\begingroup$ Yes, the gradient texture outputs a Field value (diamond shape), that can't be plugged into a Single value (round shape), hence the red noodle. Maybe that answer will help you (I can't figure it myself, but hopefuly it will give you a better understanding of the problem and some clues) [link]blender.stackexchange.com/questions/274557/… $\endgroup$
    – thibsert
    Commented Jan 1 at 3:43

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