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This page provides information about V-Ray Scatter in V-Ray for SketchUp.

 


Overview

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The V-Ray Scatter tool creates instances of objects using the

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surfaces and edges of

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other objects or splines to generate points.

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<iframe width="560" height="315" src="https://www.youtube.com/embed/olUw6GEYQRE" title="Effortlessly populate your scenes using the enhanced scatter tool in V-Ray 6 for SketchUp" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture;" allowfullscreen></iframe>



UI Paths

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||Asset Editor|| > Create Asset > Geometries Geometries (right-click) > Scatter

||Asset Editor|| > Geometries Create Asset (rightleft-click) > Geometries > Scatter

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||Extensions|| > V-Ray > Objects Toolbar|| > Scatter over Selection

||V-Ray Objects Toolbar|| > Scatter over SelectionViewer 

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||Extensions|| > V-Ray > Objects Toolbar|| > Scatter over Selection

||Extensions|| > V-Ray > Objects Toolbar|| >  > Scatter Viewer

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Creating V-Ray Scatter

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Accessing Scatter Viewport Preview from the V-Ray Toolbar or the V-Ray Menu in Sketchup 2023 or later versions opens the following notification. 

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||Window|| > Default Tray > Overlays > Scatter Viewport Preview

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The V-Ray Scatter button is inactive until an object is selected in the viewport window. When you select an object in the scene the V-Ray Scatter button will become active.

 
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Scatter Workflow

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V-Ray Scatter consists of two types of objects

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Host

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objects, and Guest objects that are scattered over the Host object's surface. There are several ways to create Scatter Host and Guest objects.


Creating Scatter Host Objects

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  • Select an object in the viewport. Click the Scatter over Selection button from the V-Ray Geometry Toolbar. The button is inactive until an object is selected in the viewport window.
  • Select an object in the viewport. Go to the
  • Extensions menu > V-Ray >
V-Ray objects
  • Objects > Scatter over Selection
or from
  • .
  • Select an object in the viewport. Open the Asset Editor > Geometry > Scatter and use the Apply to Selection option.

After creating a V-Ray Scatter Host object, a bounding box with a V-Ray Scatter icon will appear in the viewport around the selected object.

Guest objects can be introduced to the Host object in two ways. 

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To remove the Scatter from an object, use the Remove from Selection context option.

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Creating Scatter Guest Objects

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Add GuestsSelect an object in the viewport and use the Add Guests button in the Asset

 

Editor. The object appears under the Add Guests button.

  • Quick way to introduce a Guest object is to drag and drop a preselected object from the viewport on to the Host object. In this case the Guest object can be removed by using the drag + shift function.
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     Make sure that the Scatter Viewer is active in order to see the scattered Guest objects in the viewport windowA SketchUp component used as a Scatter guest needs to have the component instance present in the scene in order to scatter it. Deleting the instance removes the guest despite the component still being present in the SketchUp project. The extra object can be manually hidden (right-click > hide), placed in a separate hidden layer, or moved on the Scatter host surface after scattering.

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    Drag and drop – Drag and drop a preselected scene object from the viewport onto the Scatter Host object.

    1. First, make sure the Scatter over Selection is still active after Scatter is applied over the Host object.
    2. Then select the object that will become a Guest.
    3. Drag and drop it onto the Scatter Host object.
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    Scatter Viewport Preview Workflow

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    Enable the Scatter Viewport Preview from the Overlays tray in Sketchup 2023 or later versions. This provides a visual representation of the scattered objects in the viewport. 

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    Scatter

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    Scatter Viewer must be activated prior to selecting special objects in the scene viewport in order to add them as Guests

    ProbabilityDetermines the relative probability of the guest to appear.See theProbability examplesbelow.

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

    Bounding box bottom center – The bounding box bottom center of the object

    is matched to the instance point

    .
    Bounding box volume center – The bounding box volume center snaps to the instance

    point

    .
    Object origin – The original object origin point snaps to the instance point.

    Preview Mode – Changes between a Bounding Box or Point Preview bounding box or point preview for the instances. Note that the point positions are determined by the origin of the guest determines the point positions. See the Preview Mode examples below.

    Preview Percentage – Limits the number of previews displayed in the viewport. Use this to optimize the viewport performance See the Preview Percentage example below.

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    Scatter – Enables Scatter

    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 – 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 – If turned on, bounding boxes of instances that overlap any other instance bounding box will be skipped.

    Add Guests – Adds the currently selected scene objects to the Guests list. The objects in this list are scattered on the base geometry.

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    Example: Probability
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    ProbabilityExample

    This is an example of introducing multiple Guest objects with different probability settings to one Host object.

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    Rotation Min – Minimum angle for the random instance rotation around its up axis.

    Rotation Max – Maximum angle for the random instance rotation around its up axis.

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    Example: Preview Mode
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    PreviewModeExamples

    This example shows the different preview modes.

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    Scatter Guest Objects

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    Scatter Host Object

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    Point Preview

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    Bounding Box Preview

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    Example: Preview Percentage
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    PreviewPercentageExample

    This example shows how the Preview Percentage changes the number of previews displayed in the viewport

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    Preview Percentage = 0

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    Preview Percentage = 25

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    Preview Percentage = 50

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    Preview Percentage = 100

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    Parameters

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    Random Min – Minimum factor for the random instance scaling.

    Random Max – Maximum factor for the random instance scaling.

    Scale Multiplier – Uniform scale multiplier for the instances. This value is combined with the random scaling.

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    Scattering Mode – Specifies the guest objects scattering mode.

    1D - On Splines – Objects are scattered along splines. When a mesh is added to the guests' list, the items are scattered along all mesh edges.
    2D - On Surfaces – Objects are scattered on surfaces. It doesn't matter if the surface is horizontal, vertical, or if it is a complex 3D object
    3D - In a Bounding Box – Objects are scattered inside the object's bounding box. Keep in mind that bounding boxes are cube-shaped. Using this mode on a round object, scatters instances in a cube around it.

    Max Count (Limit) – Limits the maximum number of instances. See the Max Count (Limit) example below.

    Seed – Controls the random Scatter seed.

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    Seed = 1

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    Seed = 2

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    Seed = 3

    Avoid Collisions – When enabled, instances colliding with each other get discarded. See the Avoid Collisions example below.

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    Example: Max Count (Limit)
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    Max Count (Limit) is a limit to help avoid creating too many instances and overloading the system. This option has no effect if the Instance Count value is lower than the Max Count value. Depending on the hardware, this limit can be adjusted to ensure smooth performance and avoid excessive memory consumption. At Instances Count - 100, the scattered objects do not exceed the Max Count (Limit) - 50 and the render is the same as when the Instances Count is 50. Scattering Mode = 2D On Surfaces; Max Count (Limit) = 50.

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    Instances Count = 5

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    Instances Count = 25

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    Instances Count = 50

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    Example: Multiple Objects as One - Combined Surface Area
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    Scatter treats multiple host objects as one with combined surface area (or volume). If you set Scatter to produce 100 instances of a guest object over two host objects, it does not produce 100 for each host. Instead, it produces 100 randomly distributed instances over both host objects' combined surface area (or volume).


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    Example: Avoid Collisions
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    AvoidCollisions

    This example shows how the Avoid Collisions function works. Higher values result in larger distance between instances.

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    01_Scatter_AvoidCollisions_OffImage AddedAvoid Collisions = Off

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    02_Scatter_AvoidCollisions_0x25Image AddedAvoid Collisions = 0.25

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    03_Scatter_AvoidCollisions_0x5Image AddedAvoid Collisions = 0.5

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    04_Scatter_AvoidCollisions_1Image AddedAvoid Collisions = 1

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    Notes

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    • V-Ray 6 provides the option for multiple special objects to be added in combination with a single group/component. This allows for Fur, Scatter, and Displacement special objects to be used simultaneously. Multiple Fur and Scatter assets can be added to a single object.
    • Special objects can be removed from geometry by double-clicking on the group/component, selecting the special object's widget, and then selecting the Erase option from the context menu (right-click to open the context menu).
    • When Mesh Light or Clipper are applied, no other special objects are allowed.
    • The Scatter Density map currently does not support raytraced textures.
    • Curve objects need to be grouped via G shortcut on windows or command + G on macOS to be added as Scatter Area Modifiers.
    • If Scatter is applied to a spline closing a face, its segments (edges of the face) are treated as individual splines.
    • Apply a material with 0 opacity for host objects that you don’t want visible in the rendered image.
    • Scene units in SketchUp are always calculated in inches.


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    Rollouts

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    Each Scatter rollout has its own dedicated page listed below:


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    CardPageLinkSpline Scattering Rollout

    Spline Scattering Rollout

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    CardPageLinkSurface Scattering Rollout

    Surface Scattering Rollout

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    CardPageLinkBounding Box Scattering Rollout

    Bounding Box Scattering Rollout

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    CardPageLinkTransforms Rollout

    Transforms Rollout

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    Area Modifiers Rollout

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