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This page provides information about the V-Ray Scatter component Components in Grasshopper. 


Overview

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V-Ray Scatter tab stores the following Scatter components for creation in Grasshopper: V-Ray Scatter 2, V-Ray Scatter Area Modifier, V-Ray Spline Scattering, V-Ray Surface Scattering, V-Ray Volume Scattering, and the 3D Domain Components.


V-Ray Scatter 2Creates instances of the input V-Ray Geometry with random transformations, optionally with collision avoidanceGuest objects based on various distribution controls. The number of scattered instances depends on the density . Density which is calculated by the number of instances per square unit.

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Input Parameters

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

Collision Detection (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.

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

All Faces – The points/instances are generated uniformly on all object faces.
Facing Up – The points/instances are placed only on object faces oriented upwards in the scene. Note that host component transformations are ignored. 

Orientation (Integer) – Sets 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. 

Rotation (Domain) – Sets a range for the minimum and maximum angle for the random instance rotation around its up axis. 

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.

Bounding box bottom center – The bounding box bottom center of the object matches the Scatter point.
Bounding box volume center – The bounding box volume center snaps to the Scatter point.
Object origin – The original object origin point snaps to the Scatter point.

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

V Geometry (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

V Geometry (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

 


V-Ray Scatter Area Modifier – Scatters Guest objects everywhere on the Host objects, except for or exclusively in the areas defined by objects from this component. Used as V-Ray Scatter 2 component’s Area Modifier input.
V-Ray Spline Scattering – Creates instances of the input Scatter 2 Guests scattered along splines (Scatter 2 Hosts). Used as a V-Ray Scatter 2 component’s Scattering Configuration input.
V-Ray Surface Scattering – Creates instances of the Scatter 2 Guests scattered on surfaces (Scatter 2 Hosts). Used as a V-Ray Scatter 2 component’s Scattering Configuration input.
V-Ray Volume Scattering – Creates instances of the input Scatter 2 Guests scattered inside the object's bounding box (Scatter 2 Hosts). Used as a V-Ray Scatter 2 component’s Scattering Configuration input. Keep in mind that bounding boxes are cube-shaped, therefore using this mode on a round object scatters instances in a cube around it. 


Construct Domain 3 – Creates a three-dimensional domain from six numbers. Used as a Scatter 2 Random Translation, Random Rotation and Random Scale input.
Construct Domain 3 – Creates a three-dimensional domain from three simple domains. Used as a Scatter 2 Random Translation, Random Rotation and Random Scale input.
Domain 3 – Contains a collection of three-dimensional domains. 3D Domains are typically used to represent volume fragments. A three-dimensional domain consists of three one-dimensional domains. Used as a Scatter 2 Random Translation, Random Rotation and Random Scale input.

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Example Connections

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Here is an example of how the Scatter components are connected.

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