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Surface Scattering

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Random Distribution

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This mode scatters instances randomly on all mesh and closed spline distribution objects. It is enabled by default.

Random distribution– Scatters randomly on all mesh and closed spline distribution objects.

Count – Defines an exact number of instances to scatter - either overall, or per area in the case of scattering defined by density (Per square option). The number is always limited by the Max. limit option.
Per square – When enabled, the number of instances to scatter is defined by density (Count per square having the given edge length). The number of instances is always limited by the Max. limit option. The specified value is the edge length of a square defining an area for computing the scatter density. The length is measured in world units.
Map – Specifies a texture map used for instance distribution. White areas of the texture are treated as maximum density and black areas are treated as areas with no instances.

UV map – Uses the distribution objects' UVW mapping to scatter the instances in regular patterns.

Pattern – Choose which pattern to use for scattering:

UV Channel – Specifies which of the UV channels of the distribution objects to consider. When a Custom map is used, this option is disabled and the UV channel is placed in the Bitmap settings is used instead.

PatternChoose from the drop-down list which pattern to use for random scattering:

None Scatters instances uniformly and randomly only based on density (Per square option)
Custom map Scatters instances randomly based on a custom texture map placed in the Map slot.
Distorted streaks high – Scatters instances randomly in streaks with high density based on a predefined map.
Distorted streaks low – Scatters instances randomly in streaks with low density based on a predefined map.
Groups high – Scatters instances randomly in groups with high density based on a predefined map.
Groups low – Scatters instances randomly in groups with low density based on a predefined map.
Fractal patches high – Scatters instances randomly with high density based on a predefined fractal map.
Fractal patches low – Scatters instances randomly with low density based on a predefined fractal map.
Straight lines high – Scatters instances randomly in straight lines with high density based on a predefined map.
Straight lines low – Scatters instances randomly in straight lines with low density based on a predefined map.
Stretched patches high – Scatters instances randomly in stretched patches with high density based on a predefined map.
Stretched patches low – Scatters instances randomly in stretched patches with low density based on a predefined map.

Count – Defines an exact number of instances to scatter - either overall, or per area in the case of scattering defined by density (Per square option). The number is always limited by the Max. limit option.

Per square – When enabled, the number of instances to scatter is defined by density (Count per square having the given edge length). The number of instances is always limited by the Max. limit option. The specified value is the edge length of a square defining an area for computing the scatter density. The length is measured in world units.


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titleClick here to see random distribution examples
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titlePattern = None

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titlePattern = Custom-map

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titlePattern = Distorted-streaks-high

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titlePattern = Distorted-streaks-low

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titlePattern = Groups-high

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titlePattern = Groups-low

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titlePattern = Fractal-patches-high

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titlePattern = Fractal-patches-low

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titlePattern = Straight-lines-high

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titlePattern = Straight-lines-low

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titlePattern = Stretched-patches-high

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titlePattern = Stretched-patches-low

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Section

Position Distribution

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This mode specifies the position of the instances based on a pattern.

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This option is available starting from Corona 12 update 1.

Position - Use UVW mapping to scatter the instances in regular patterns.

UV Channel – Specifies which of the UV channels of the distribution objects to consider.

Pattern – Choose from the drop-down list which pattern to use for patterned scattering:

Grid Rectangular grid.
Running grid – Rectangular grid with every other row offset by half of the grid spacing.
Hex grid – Arranges instances into hexagons.

Count – Defines an exact number of instances to scatter - either overall, or per area in the case of scattering defined by density (Per square option). The number is always limited by the Max. limit option.

Per square – When enabled, the number of instances to scatter is defined by density (Count per square having the given edge length). The number of instances is always limited by the Max. limit option. The specified value is the edge length of a square defining an area for computing the scatter density. The length is measured in world units

Grid –Rectangular grid.
Running grid – Rectangular grid with every other row offset by half of the grid spacing.
Hex grid – Hexagonal point arrangement.UV Channel – Specifies which of the UV channels of the distribution objects to consider

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Override by planar mapping – When enabled, simple planar UVW mapping is applied to the distribution object and used instead of its existing UVW channel.

Lock V – Locks the V coordinate for Spacing, Jitter, and Offset to the same value as the U coordinate.

Spacing [%] – Scales the pattern in UV space - 100% spacing makes the pattern occupy the whole 0-1 UV space; with 50% spacing the pattern gets repeated 2 times in both U and V, etc.
Jitter [%] – Randomly jitters each instance in the the U or V axis, with 0% being entirely deterministic placement (no jitter) and 100% being entirely random placement.
Offset [%] – Offsets the pattern in the UV space. Each 100% added or subtracted moves the pattern by one entire repetition - which means that e

.g. 0% and 100% offsets yield the same result.

.g. 0% and 100% offsets yield the same result.


UI Expand
titleClick here to see position distribution examples
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titlePattern = Grid

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titlePattern = Running grid

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titlePattern = Hexagonal grid

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Edge Trimming – In render, trims elements of instances outside of distribute-on objects boundaries. This affects both base objects and include/exclude splines.

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This option is available starting from Corona 12.

Slope Limitation – Enables instances limitation in the given slope range.

Angle – Defines the range of angles, measured in degrees, between either the "Local" or the "World" up vector and the surface normal, to which scattering is limited. Instances scattered outside of this range get filtered out.

Local / World – Specifies which coordinate space to use when computing the slope limitation. Coordinate space of each individual distribute-on object is used when "Local" is selected, and world coordinate space is used for all distribute-on objects when "World" is selected.

Altitude Limitation – Enables instances limitation in the given altitude range.

Range Defines the range of altitude units either in the "World" or "Position Independent" mode.

World / Position Independent – Specifies which mode to use when computing the altitude limitation. In "World" mode the altitude of the surface points on each individual distribute-on object is evaluated in world space (after all transforms). In "Position independent" mode the altitude of the surface points on each individual distribute-on object is evaluated relative to the object center, while the object rotation and scale still affect the altitude.

Falloff Curve – Opens a falloff curve editor. This allows specifying the density of the scattered objects depending on their altitude. Lowering the point on the left side of the curve results in lowering the density of the objects closer to the minimum altitude range. Lowering the point on the right side of the curve results in lowering the density of the objects close to the maximum altitude range.

Edit Instances – Switches to Instances sub-object mode, allowing you to override individual instances in the viewport. You can move, rotate, scale, or delete them. It is not effective in a greater scale, but may serve well for final touches in small amounts of instances.

Brush – Toggles on and off the paint mode. In this mode, instances are painted by the user in the radius of the painted positions. 

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This tool is meant for rather small adjustments of scenes, using it on a large scale may slow down scattering performance.

Erase – Toggles on and off the erase mode. In this mode all the instances in the radius of painted positions are erased (by editing).

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This tool is meant for rather small adjustments of scenes, using it on a large scale may slow down scattering performance.

Brush Radius – Defines the radius of painted brush.
Painting Rate – A number of instances that should be tried to paint upon a brush actions in the brush area. The value ranges in [1,200].
Follow Scatter Rules – When this option is not checked, you can brush outside of specified areas or ignore rules like Avoid Collision, Slope Limitation, Altitude Limitation, Edge Trimming, or Camera Clipping.
Erased Only Placed Instances – When enabled, erase the instances that were painted with the brush.

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Brush/Erase options are available starting from Corona 12.

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titleClick here to see how Brush/Erase options works


Convert to Max geometry – Replicates this scatter using 3ds Max instances. This is usable only for a small number of objects.

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Examples: Surface Scattering

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Stats

Instances (editable instances):
TotalThe total number of instances generated by the currently selected Scatter.
Scattered- The total number of instances procedurally generated by the currently selected Scatter.
Painted- The total number of instances generated by the currently selected Scatter with the Brush in the Edit Instances.
Objects- The total number of objects generated by the currently selected Scatter.
Polygons – The total number of polygons generated by the currently selected Scatter.

About Chaos Scatter – Shows the exact version of the currently installed Chaos Scatter plugin.

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Chaos Scatter Maps

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