Faild to start surface scatter

Hi guys! I have a problem. I'am trying to add one more surface plane t o scatter, but it doesnt add any instances there. Looks like calculation work in background, but nothing appears. And here is error that i've facing: LogPython: -------------- failed to run the tool Surface Scatter -------------- LogPython: Error: Traceback (most recent call last): LogPython: Error: File "C:\Users\andre\AppData\Local\Programs\Polygonflow\Dash\Modules\GN\GNL\Core.py", line 1973, in runInstance result = self.tool.graph.run(kwargs) ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ LogPython: Error: File "C:\Users\andre\AppData\Local\Programs\Polygonflow\Dash\Modules\GNLTools\SurfaceScatter\Versions\2.9\source.py", line 685, in run border_lines = CurveLibrary.GNCurve.fromMeshes(meshes=surface, func_id=index+110739) ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ LogPython: Error: File "C:\Users\andre\AppData\Local\Programs\Polygonflow\Dash\Modules\GN\Core\FunctionDecorators.py", line 113, in globalCache result = function(*args, kwargs) ^^^^^^^^^^^^^^^^^^^^^^^^^ LogPython: Error: File "<string>", line 6, in node_call LogPython: Error: File "C:\Users\andre\AppData\Local\Programs\Polygonflow\Dash\Modules\GN\FunctionLibraries\CurveLibrary.py", line 1726, in fromMeshes for interface in meshes.toMeshInterfaces(): ^^^^^^^^^^^^^^^^^^^^^^^ LogPython: Error: AttributeError: 'GNMesh' object has no attribute 'toMeshInterfaces' LogPython: --------------------------------------------------------
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41 Replies
andreyatneo
andreyatneoOP2w ago
Also this one when try to add a new scatter with this presets
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DanielFreden (Dash for UE5)
Hmm very strange, would you be able to export and send this level? You can select it in the UE content drawer and then search for export in Dash
andreyatneo
andreyatneoOP2w ago
I think it possible, but might be not fast
andreyatneo
andreyatneoOP2w ago
I also see that the most surface scatters are fall - some of them doesnt respond in any actions (i.e. changing parameters), some of them dissapears - even newly created. And any parameter change produce that same error:
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andreyatneo
andreyatneoOP2w ago
Do you mean this kind of export?
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DanielFreden (Dash for UE5)
Exactly! Ye no worries, you can do the zip and then upload it to a drive or something where @spatiotemporal can download it and see if he can figure out the weird error
andreyatneo
andreyatneoOP2w ago
Export doesnt worked - zip is empty
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andreyatneo
andreyatneoOP2w ago
Wait a sec - I think I got it. It should be export for level) I will put the level into external drive and post a link @DanielFreden (Dash for UE5)I've send the link in DM
DanielFreden (Dash for UE5)
hey @andreyatneo I tried to download this and check, was it the case for you as well that the SS from your original picture was completely broken? Or did it become broken when you added in a specific surface?
andreyatneo
andreyatneoOP2w ago
It become broken, but I dont know when So the second export - I've rebuild the sufrac mesh and use a single one instead of many.
andreyatneo
andreyatneoOP2w ago
I also try ti use another scatter as proximity mask to the other scatter. Looks like it doesnt work? Should it work? I also found an error in the console
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DanielFreden (Dash for UE5)
Will move to the second export soon✅ Hmm okay, it was defintely related to the object mask with the splines, if I removed those I could adjust the tool again, density etc But not sure if we can dive deeper into it without know when it broke, there would be too many stuff we could try to replicate the error/brake :/ But if that happens again, let us know and try to figure out what you do then to break it✅ It is still downloading, slow internet today.. But yes using another Scatter as proximity should work, let me try on a basic scene
andreyatneo
andreyatneoOP2w ago
I'am also trying to reassemble the scatter
DanielFreden (Dash for UE5)
works fine here
DanielFreden (Dash for UE5)
but your other level is a tad more complex, what is the other thing you have in the proximity table? two scatters?
DanielFreden (Dash for UE5)
if that's the case, I found a bug. If I adjust the scatter density for my red rocks, the proximity mask for the small rocks don't follow automatically. I need to go to small rock SS and change the proximity value to force update it
andreyatneo
andreyatneoOP2w ago
Two scatter works, but it also add some strange waves to the inner edge
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andreyatneo
andreyatneoOP2w ago
The pebbles scatter is scattering strange with some rounded holes under the road
andreyatneo
andreyatneoOP2w ago
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andreyatneo
andreyatneoOP2w ago
I dont know why, but it cuts with this strange wave holes if I take the road as different proximity mask
DanielFreden (Dash for UE5)
Probably cause proximity mask ain't that accurate I am afraid Object mask is much more accurate
andreyatneo
andreyatneoOP2w ago
Hm. I'am using spline as the object mask to scatter stones on ladscape. And if I will take the road it will scatter under the round, but I want opposite, to exclude road from scatter but keep scatter close to road mesh
DanielFreden (Dash for UE5)
Yeee I know 😄 Soon done downloading and gonna see how it is for me If I try
andreyatneo
andreyatneoOP2w ago
And also - it still scatters in some wave like form (sink is 0)
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andreyatneo
andreyatneoOP2w ago
Not all surface covers by it I'am trying to remesh the surface mesh
andreyatneo
andreyatneoOP2w ago
Nope, rmesh doesnt helped
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DanielFreden (Dash for UE5)
It helped a bit to set Pivot Mode to bottom at least, but then the varierity I think is due to the different rocks
andreyatneo
andreyatneoOP2w ago
yeah, it really halped - they a bit high now, but still has strange wave
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DanielFreden (Dash for UE5)
and then I see your terrain is displaced, SS can not acont for displacement I am afraid My PC can't really handle it hehe, but did you try and increase the subdivision on the road mesh before baking it? Other than that, I think it is just a limitation of how Proximity mask work I am afriad
DanielFreden (Dash for UE5)
btw maybe figured out the error from your first version, Border Offset, gives me the same error at least
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andreyatneo
andreyatneoOP2w ago
Didnt try to increase subdives and check the SS. I check that there are good topology in the road and didnt return to it. I didnt use border offset with the parameters Mb its a good idea to add a more precise control for the Object masking parameters - i.e. like we have it on the proximity mask. We could add or delete meshes in the table and use separate parameters for each group, like keep inside and cut from inside?
DanielFreden (Dash for UE5)
Hmm okay, but in the level I downloaded lastly, you seem to have messed with the Border Offset actually🤔 But setting it to zero gave even worse result hehe Yes for sure, it is on the to-do list!
andreyatneo
andreyatneoOP2w ago
@DanielFreden (Dash for UE5)Can this problem with wave like behavior for scattering pebbles mesh caused by collision of the surface?
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DanielFreden (Dash for UE5)
hmm maybe, but honestly no idea working from laptop today so can't test my self
andreyatneo
andreyatneoOP2w ago
I'am trying to rebuild collision but no succes with this mesh
andreyatneo
andreyatneoOP2w ago
This places are point of my intererest. It using complex collision but its not cover the surface
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andreyatneo
andreyatneoOP2w ago
UPD Collision was issued by nanite, disabling nanite convert complex collision back to the normal, but this doesnt solve the scatter issue
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andreyatneo
andreyatneoOP2w ago
Interesting, physics paint is not responding to surface collision. Sorry for anoying, just want to know how to resolve this issue
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DanielFreden (Dash for UE5)
In these floating situations it is usually solved by selecting the surface and setting it to complex in the Dash Physics settings
andreyatneo
andreyatneoOP7d ago
Hi@DanielFreden (Dash for UE5)! Very interesting - didnt know about this oprion in Dash. I will look for it.

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