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Objects

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Chaos Scatter accepts mesh objects, proxies and Volume Grid as Models and Targets.

Targets – Specifies the object(s), on which the instances are scattered.

Factors – This option is only available when On Surfaces scattering is set to Random distribution or the scattering mode is set to 3D - In Bounding Box. Determines how many instances are scattered on the currently selected Targets object(s).

Models – Specifies the objects which are scattered on the Targets object(s).

Frequencies – This option is only available when there are more than one Models objects. Determines the frequency of the currently selected instanced object in relativity to the others.

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Scattering

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Enable – Enables scattering.

Scatter Type – Specifies in which mode scattering is applied.

1D - On Curves – Scattering mode where objects are scattered along curves. Open or closed curves can be used for this.
2D - On Surfaces – Scattering mode where objects are scattered on surfaces. It doesn't matter if the surface is horizontal, vertical or if it is part of a complex 3D object.
3D - In Bounding Box – Scattering mode where objects are scattered inside the object's bounding box. Keep in mind that bounding boxes are cube-shaped, therefore using this mode on a round object scatters instances in a cube around it. This mode is useful when scattering dust particles inside a room, fish in an aquarium, books on a bookshelf and similar.

Instance Count Limit – Limits the maximum number of instances. Note that this option does not determine how many instances are created. Instead it serves as a measure to avoid scattering too many instances and causing a crash.

Seed – Determines the random distribution used. Changing this value causes random permutations of the scattered objects(s).

Temporal Consistency – When enabled, instances are scattered in the selected Rest-pose Frame and stick to the surface, even if it gets deformed in other frames. Otherwise, instances get scattered in each frame separately and that might cause anomalies. Note that Temporal Consistency does not work in IPR yet.

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If the Temporal consistency option is enabled, Avoid collisions does not apply to frames outside of the initial Rest-pose frame.

Rest-pose Frame – Determines the initial frame, where the instances are scattered for all following frames. The specified frame with Rest-pose must correspond to the first frame of the animation.

Avoid Collisions – When enabled, instances that would collide with each other get discarded. This results in no overlaps between instances. Note that enabling this option might lower the number of instances.

Avoid Collisions Spacing – Controls the size of the bounding boxes used to detect collisions. Smaller values result in denser instances with some collision, higher values result in larger distances between instances. Values above 1 mean that the distance between objects is larger than their bounding boxes.

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Moves the instances From the given distance To the given distance on the corresponding axis (in scene units). A Map 1 can be attached. RGB maps can be used to control translations in specific axes (Red = X; Green = Y; Blue = Z). Grayscale maps control all axes proportionally.

Map Mode – Determines how the map is interpreted to control the translation.

Map Fixed – Black areas of the map represent the From values. White areas of the map represent the To values. No randomization occurs.
Random Amount – Black areas of the map do not have any randomization applied. In the white areas of the map full randomization occurs. The From and To values represent the lowest and highest translations allowed for the randomization.

Step – Determines a fixed distance by which all instances translate. If the values is left at zero, instances are translated continuously. Values greater than the difference between To and From result in all instances translating to the value of To.

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Rotation

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Rotates the instances From the given degrees up To the given degrees continuously. A Map 1 can be applied. RGB maps can be used to control the rotation of each axes individually ( Red = X; Green = Y; Blue = Z). Grayscale maps control the rotation of all axes proportionally.

Map Mode – Determined how the map is interpreted to control the rotation.

Map Fixed – Black areas of the map represent the From values. White areas of the map represent the To values. All values in between are on the grayscale spectrum. No randomization occurs.
Random Amount – Black areas of the map have no randomization applied. In white areas of the map full randomization occurs. The From and To values specify the lowest and highest rotation allowed for the randomization.

Step – Determines a fixed degree by which all instances rotate for the enabled axes. If the value is set to 0, instances are rotated continuously. Values greater than the difference between To and From result in all instances rotating to the value of To.

Normal Alignment – When a value different than 0 is entered, the instances are aligned according to the world Y axis. A value of 0 means the objects are following the target surfaces curve and 1 means they are fully upright along Y. This is useful when the Targets object is curved and the Models objects need to remain vertical, not follow the curve of the surface, e.g. trees on a mountain.

Preserve Model Rotation – When enabled, instances preserve the original rotation of the Instanced model object. Otherwise, the original rotation is ignored.

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Scales the instances From the given value To the given value continuously. When Uniform Scaling is enabled, the X axis values are applied on the whole Distribute-on target object. A Map 1 can be applied. RGB maps can be used to scale axes individually ( Red = X; Green = Y; Blue = Z). Grayscale maps control the scale of all axes proportionally.

Map Mode – Determines how the map is interpreted to control the scale.

Map Fixed – Black areas of the map represent the From values. White areas of the map represent the To values. All values in between are on the grayscale spectrum. No randomization is applied.
Random Amount – Black areas of the map have no randomization applied. In white areas of the map full randomization occurs. The From and To values represent the lowest and highest scale allowed for the randomization.

Step – Determines a value for scaling that is applied to all instances. Values greater than the difference between To and From result in all instances scaling to the value of To.

Uniform Scaling – When enabled, all instances in all axes are scaled according to the values of the X axis.

Preserve Model Scale – When enabled, instances preserve the original scale of the Models object.

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Use Local Rayserver – Changes the scatter type internally. For certain use cases when displacement is used, it can make rendering faster.
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Notes

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  •  Density Density Texture and maps added to Translation, Rotation and Size are not represented in the viewport.
  1. For more information on texture interpolation, see the Texture Filter section.