Density – Determines the approximate count of instances in a square meter. When a texture is used, the density value can still be used. Black color in the texture discards all instances in the area. Areas colored with white receive maximum density.
Seed – Controls the random seed of the Scatter. Change the integer value and refresh to get a different random distribution.
Axis Filter – Filters the faces that will be used for instance positioning.
All Faces – – The points/instances are generated uniformly on all object faces. Facing Up – – The points/instances are only placed on object faces oriented upwards in the scene. Note that host component transformations are ignored.
Orientation – Specifies the initial orientation of the instances.
World Up Up – All instances are positioned upright independent of the base/host surface face normals. Along Normals – The instances are oriented based on the base surface face normals.
Collision Detection – When enabled, instances with overlapping bounding boxes are discarded. Eliminating collisions reduces the initial density count and may alter the predetermined ratio between multiple guests.
Add Guests – Adds the currently selected scene objects to the Guests list. The objects in this list are scattered on the base geometry.
UI Text Box
type
info
The Scatter scale randomization is disabled by default.
Column
width
5%
Column
width
45%
Image Modified
...
Image Added
Notes
...
Fancy Bullets
type
circle
When a Revit family is replaced with a V-Ray Proxy or a Cosmos asset and its instance is associated with a Scatter, the V-Ray Proxy/Cosmos asset is the one that is scattered across the Host object associated with the respective replacement.
When a Revit family is replaced with a V-Ray Scene, the Scatter is ignored.
Currently, only the following family types can be selected as Scatter hosts: Floor, Wall, Roof Ceiling, Curtain System, Curtain Panels, Column, Ramp, Stair, Toposurface, Mass.