I’m making a village compromised of streets (splines) that spawn path tiles, houses and lamp posts alongside them. Everything else so far is working, except self pruning houses.
I want to remove houses that are overlapping, and nothing else. My goal is a tightly packed town. However, the self pruning node, which i understand to be for this purpose, removes some points that are NOT overlapping in addition to all that are. I have tried every combination of settings, and they either make the problem worse or do nothing at all.
Points after bounds modifier. Many are very close to overlapping, but not quite.
My hunch is that the bounds of a spline point behave fuckily, and the bound we see are not the actual bounds, but after fiddling with the settings a bunch I’ve gotten nowhere.
So PCG in general is a pretty inaccurate piece of software in its current state when it comes to calculating bounds and extents. Generally speaking if you want your self pruning to work, what you need to do is drop an Bounds Modifier and set the mode to Scale. Then, set the X and Y (Z if you want but usually not necessary) to 0.5. Then you can do your Self Prune and it should be more accurate (its still not perfect). Afterwards the self prune, you can transfer your old bounding information back on your assets with copy attributes.
Note, you can also do this with the Extents modifier. I’m not sure why the self prune node is this bad. A part of me thinks it has something to do with the fact that bounds is defined as the total minimum and maximum extents of a point from its origin, while Extents typically refer to half the overall size of the bounds. This is why I chose 0.5 for the reduction of bounds. Hope this helps.