From Points to Polys scattering

Hi!
Sorry for my silly question…but I’m not familiar with this.
I have a simple cloud of points (they are EditPoly at the moment) and I should scatter a tree on each point.
Since CS doesn’t see “points”, I was thinking to transform all points in a polys - little spheres/planes - (then hidden them) so ChaosScatter can read/see the polys and works. But I don’t know how to do that.
Or is there other any way easier and faster?

I remember longtime ago that scattering system in Lightwave3D was really good about that. You had multiple choices to scattering, among which “by points”. Maybe ChaosScatter can add it, could be very useful!
Thank you
Nico

What you could do is to use the cloud, which I assume is vertices, as an emitter for Tyflow.
Then turn the particle system into triangles and scatter on those.
I just tested this to ensure it works :slight_smile:

Hi,
Thank you for letting me know.
Interesting!
Now I have my particles in the same position and number of the points cloud.

Then:
“particle system into triangles”
How?..sorry I’m not familiar with that

Nico

Ok, so here is a screengrab of how your Tyflow would look.

Shape is triangle (simplest).
For the ‘Mesh’ node you will need to uncheck ‘render only’, so then you will be able to convert the triangles to editable poly.

Thank you.

Oh…I don’t have Tyflow.
I’m using a normal PF Source…and I don’t have Mesh (TriMesh). Can I use something else?
See the screengrab.

Ok…
Thank you for your help, solved.
Thank the Mesher Compound.
After create the PF Source with instance a little plane or triangle, it’s easy to use a MC, add the PF source and change it in Edit Poly…and use it in ChaosScatter.

Thank you
Nico