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: --------------------------------------------------------


41 Replies
Also this one when try to add a new scatter with this presets

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
I think it possible, but might be not fast
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:

Do you mean this kind of export?

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
Export doesnt worked - zip is empty

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
Thanks!
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?
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.
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


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
I'am also trying to reassemble the scatter
works fine here
but your other level is a tad more complex, what is the other thing you have in the proximity table? two scatters?
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
Two scatter works, but it also add some strange waves to the inner edge

The pebbles scatter is scattering strange with some rounded holes under the road





I dont know why, but it cuts with this strange wave holes if I take the road as different proximity mask
Probably cause proximity mask ain't that accurate I am afraid
Object mask is much more accurate
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
Yeee I know 😄 Soon done downloading and gonna see how it is for me If I try
And also - it still scatters in some wave like form (sink is 0)


Not all surface covers by it
I'am trying to remesh the surface mesh
Nope, rmesh doesnt helped

It helped a bit to set Pivot Mode to bottom at least, but then the varierity I think is due to the different rocks
yeah, it really halped - they a bit high now, but still has strange wave

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
btw maybe figured out the error from your first version, Border Offset, gives me the same error at least

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?
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!
@DanielFreden (Dash for UE5)Can this problem with wave like behavior for scattering pebbles mesh caused by collision of the surface?

hmm maybe, but honestly no idea
working from laptop today so can't test my self
I'am trying to rebuild collision but no succes with this mesh
This places are point of my intererest. It using complex collision but its not cover the surface

UPD
Collision was issued by nanite, disabling nanite convert complex collision back to the normal, but this doesnt solve the scatter issue

Interesting, physics paint is not responding to surface collision.
Sorry for anoying, just want to know how to resolve this issue

In these floating situations it is usually solved by selecting the surface and setting it to complex in the Dash Physics settings
Hi@DanielFreden (Dash for UE5)!
Very interesting - didnt know about this oprion in Dash. I will look for it.