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alignalign
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Random distribution
darktrue
beforeLabelUV map
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02_ModeUVGrid_PatternGrid_Spacing0x025.jpg

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Random Distribution

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01_RandomDistribution_InstancesCount_1000

Count = 1000

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02_RandomDistribution_InstancesCount_2500

Count = 2500

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04_RandomDistribution_InstancesCount_10000

Count = 10000

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01_PerArea_InstansesCount1000_PerAreaOff

Count = 1000; Per Square = Off

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03_PerArea_InstansesCount1000_PerArea1000

Count = 1000; Square Size = 1000

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05_PerArea_InstansesCount1000_PerArea4000

Count = 1000; Square Size = 4000

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07_PerArea_InstansesCount1_PerArea100

Count = 1; Square Size = 100

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08_PerArea_InstansesCount1_PerArea1000

Count = 1; Square Size = 1000

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Example: Density
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The Square Size in this example is 500 cm. It shows how different maps create patterns of instances on the surface.

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Count = 5000; Checker Map

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Count = 5000; Noise Map

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Count = 5000; Gradient Map


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Example: Density Texture
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Dmap
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Using a Density texture generates a brand new instance distribution. The total number of instances (approximate to the Count value) is preserved and distributed on all surfaces that correspond to map values above 0 (parts of the map not being purely black). Instances are more likely to be generated in areas with higher Density Texture values than darker ones.

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Count = 5000; Checker Map
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Count = 5000; Noise Map

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Count = 5000; Gradient Map

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AttachmentImageBefore01_DensityMap-Off_InstancesCount-20.jpg
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UV Map

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Pattern – Determines a pattern for the scattering. See the Pattern example below for more information.

Grid – Rectangular grid.
Running Grid – Rectangular grid with every other row offset by half of the grid spacing.
Hexagonal Grid – Arranges instances into hexagons.

Lock V – When enabled, the values of the V coordinate for Spacing, Jitter and Offset are locked to the U coordinate's values. See the Offset examples below for more information.

Spacing – Scales the pattern in UV space. When Spacing is set to 1, the pattern occupies the whole space. When Spacing is set to 0.5, the pattern is repeated twice. See the Spacing example below for more information.

Jitter – Determines what percentage of the instances are randomly placed. When Jitter is set to 0, all instances are placed according to the UVW mapping. When Jitter is set to 1, all instances are randomly placed. See the Jitter example below for more information.

Offset – Offsets the pattern by the given value. Keep in mind that 0 and 1 Offset gives the same result, as 1 moves the pattern by one whole repetition. See the Offset examples below for more information.

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