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This tutorial uses Blender 3.1
Geometry Nodes offer a node to distribute points on the surface of another object. But scattering points inside of the volume of a object is not as simple. In this tutorial Manuel explains how to build a Geometry Nodes setup that does just that. First we’ll fill the bounding box of a torus with packed points and then invent a way to tell if these points are inside or outside of the torus. The points that lie outside will be deleted - creating a torus made from points. This component comes in handy in many setups, so check out how to build it.
00:00 Intro
00:40 Start the Setup
02:28 Calculate the Point Count in X
03:46 Create the Points for X
05:00 Think about the Y offset
06:40 Implementing the Y points
09:00 Offset the odd points
11:00 Z-Offset Theory
12:27 Creating the Z-Points
14:50 Offset the Z-Planes
17:28 Instance Spheres onto the Points
18:30 Move the Points to the Bounding Box
19:14 Are the Points inside of the T
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