The node "splits" points to alleviate the grainy look that can sometimes result from splatting points with a poor spatial distribution. The observation is that we can avoid a grainy look by ensuring a smooth distribution of density on the points. Thus, we sample new points whenever we detect points that too far away from the average of the points in a given voxel.
The input aero body (Amino::Object) that contains the tile tree used to efficiently emit particles.
The current time.
The size of this time-step (delta-time).
The number of points per unit volume.
Points are emitted into voxels where the voxel density is above this threshold.
The maximum factor away from the average a point is allowed to contribute.
The coarsest depth in the tile tree at which splitting should happen.
If set to true, splitting will take place, otherwise this node works as a passthrough.
The input/output Amino::Object containing the emitted points.