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Creates instances of the input V-Ray Geometry with random transformations, optionally with collision avoidance. The number of scattered instances depends on the density. Density is calculated by the number of instances per square unit.

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Input Parameters

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Seed (Integer) – Controls – Controls the random seed of the scatter. Changing this value and refreshing gets you a different random distribution. 

Collision Detection Collisions (Boolean) – When enabled, bounding boxes of instances that overlap other instance bounding boxes are skipped.

Density (Number) – Determines the approximate count of instances in a square unit. The density value can be used with a texture in place. Black color texture discards all instances in the area. Areas colored with white receive maximum density.

Map (AColorTex) - Specifies a texture map for the probability of an instance to appear at given point on the host's surface. Black color in the texture discards all instances in the area. Areas colored with white will receive maximum density. 

Axis Filter (Integer) – Filters the faces used for instance positioning.

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Scale (Domain) – Sets a range for the minimum and maximum factors for the random instance scaling. 

Guest Origin (Integer) – Determines how objects are positioned relative to the random Scatter points.

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Weight (Number) – Determines a list of factors for the relative probability of each guest to appear.

V GeometryGeo (Generic Data) – Sets a list of V Geo objects to scatter.

Host (Generic Data) – Makes a list of meshable geometric objects to scatter the guests over.

 

Output Parameters

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V GeometryGeo (Generic Data) – Sets a V-Ray Geometry output. Can be connected to the V-Ray Render/Geometry slot. 

Distribution (Transform) – Sets a data tree of transformations making the guests distribution over the hosts.

 

 

Example

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