Pcg Self Pruning
What types of projects is this best suited for?
Large-scale forest and vegetation scattering
Procedural city generation
High-density debris / rock systems
Poisson distribution can give you a nice look, but when it comes to various point radius, it doesn't work well. If you set the minimum distance too low, then there will be too many overlaps. If you set it too high, then the instance packing is too sparse. There is no way to balance non-overlap and tight packing. But with the power of self pruning node, you can achieve it!
Can it be used with other existing PCG or scattering systems?
Yes. It is not a replacement for scattering systems but a post-processing optimization layer. So you can apply it to any other scatter system you are using.
What is the difference between this and traditional AABB-based pruning?
Traditional pruning systems rely mainly on Axis-Aligned Bounding Boxes (AABB), which are fast but often produce false positives in dense or irregular scenes.
This system extends beyond that by supporting:
- OBB (Oriented Bounding Boxes)
- Convex Shapes
- Camera frustum culling
This results in more accurate and reliable. Gives you much tighter packing result than AABB.