This mode scatters instances randomly on all mesh and closed spline distribution objects. It is enabled by default.
UV channel – Determines the UV channel to guide the mapping coordinates. When a custom map is used, this option is disabled, and the UV channel in the Bitmap settings is used instead.
Pattern – Selects from predefined distribution maps or chooses a custom map.
None – No map is selected. Custom map – Uses a custom map. Distorted streaks high/low – Distorted streaks pattern with different densities. Groups high/low – Groups pattern with different densities. Fractal patches high/low – Fractal patches pattern with different densities. Straight lines high/low – Straight lines pattern with different densities. Stretched patches high/low – Stretched lines pattern with different densities.
Map – Allows a black and white texture map to be assigned. The map determines how the instances are scattered on the surface. See the Map examples below.
Count – Determines the exact number of instances to scatter. If the Per square option is enabled, the scattering is defined by the density. See the Countexample below.
Per square – When enabled, the Count amount is multiplied by the specified edge length (value next to Per square). See the Per square example below.