Distribution mode – Allows selecting between different distribution modes. Available distribution modes are:
Random – Scatters randomly on all mesh and closed spline distribution objects.
UV – Uses the distribution objects' UVW mapping to scatter the instances in regular patterns.
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The following parameters are available only when the Distributionmode is set to Random:
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.
Distribution – Specifies a texture map or shader used for instance distribution. White areas of the texture are treated as maximum density, and black areas are treated as areas with no instances.
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Count, Per square, and distribution parameters are only available when the distribution mode is set to Random.
Pattern – Allows to select between different distribution patterns. Choose
Pattern – Choose from the drop-down list which pattern to use for random scattering:
Grid – Rectangular grid. Running grid – Rectangular grid with every other row offset by half of the grid spacing. Hexagonal grid – Hexagonal point arrangement.
Use planar mapping – When enabled, simple planar UVW mapping is applied to the distribution object and used instead of its existing UVW channel.
Spacing U – Scales the pattern in the U axis - 100% spacing makes the pattern occupy the whole 0-1 UV space; with 50% spacing, the pattern gets repeated 2 times in U.
Spacing V – Scales the pattern in the V axis - 100% spacing makes the pattern occupy the whole 0-1 UV space; with 50% spacing, the pattern gets repeated 2 times in V.
Jitter U – Randomly jitters each instance in the U axis, with 0% being entirely deterministic placement (no jitter) and 100% being entirely random placement.
Jitter V – Randomly jitters each instance in the V axis, with 0% being entirely deterministic placement (no jitter) and 100% being entirely random placement.
Offset U – Offsets the pattern in the U axis. 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.
Offset V – Offsets the pattern in the V axis. 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.
Lock V – Locks the V coordinate for Spacing, Jitter, and Offset to the same value as the U coordinate.
Custom – Scatters instances uniformly and randomly only based on density (Per square option). This mode also enables the Distribution shader slot.
Distorted lines high – Scatters instances randomly in a distorted-line shape with high density based on a predefined pattern.
Distorted lines low – Scatters instances randomly in a distorted-line shape with low density based on a predefined pattern.
Groups high – Scatters instances randomly in groups with high density based on a predefined pattern.
Groups low – Scatters instances randomly in groups with low density based on a predefined pattern.
Patches high – Scatters instances randomly with high density based on a predefined fractal pattern.
Patches low – Scatters instances randomly with low density based on a predefined fractal pattern.
Straight lines high – Scatters instances randomly in straight lines with high density based on a predefined pattern.
Straight lines low – Scatters instances randomly in straight lines with low density based on a predefined pattern.
Streaks high – Scatters instances randomly in stretched patches with high density based on a predefined pattern.
Streaks low – Scatters instances randomly in stretched patches with low density based on a predefined pattern.
Distribution – Specifies a texture map or shader used for instance distribution. White areas of the texture are treated as maximum density, and black areas are treated as areas with no instances.
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This parameter is available only if the Pattern is set to Custom.
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The following parameters are available only available when the distribution the Distribution modeis set to UV: Patter, Use planar mapping, Spacing U/V, Jitter U/V, Offset U/V, and Lock V.
Edge trimming – Allows to enable or disable the trimming of scattered instances consisting of multiple mesh elements so that they stay within the boundaries of the distribute-on objects.
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When enabling the Edge trimming checkbox, there's no need to use the Edge Trimming Shader.
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Uv:
Pattern – Allows to select between different distribution patterns. Choose which pattern to use for scattering:
Grid – Rectangular grid. Running grid – Rectangular grid with every other row offset by half of the grid spacing. Hexagonal grid – Hexagonal point arrangement.
Use planar mapping – When enabled, simple planar UVW mapping is applied to the distribution object and used instead of its existing UVW channel.
Spacing U – Scales the pattern in the U axis - 100% spacing makes the pattern occupy the whole 0-1 UV space; with 50% spacing, the pattern gets repeated 2 times in U.
Spacing V – Scales the pattern in the V axis - 100% spacing makes the pattern occupy the whole 0-1 UV space; with 50% spacing, the pattern gets repeated 2 times in V.
Jitter U – Randomly jitters each instance in the U axis, with 0% being entirely deterministic placement (no jitter) and 100% being entirely random placement.
Jitter V – Randomly jitters each instance in the V axis, with 0% being entirely deterministic placement (no jitter) and 100% being entirely random placement.
Offset U – Offsets the pattern in the U axis. 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.
Offset V – Offsets the pattern in the V axis. 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.
Lock V – Locks the V coordinate for Spacing, Jitter, and Offset to the same value as the U coordinate.
Edge trimming – Allows to enable or disable the trimming of scattered instances consisting of multiple mesh elements so that they stay within the boundaries of the distribute-on objects.
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When enabling the Edge trimming checkbox, there's no need to use the Edge Trimming Shader.
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Click here to see where the Edge Trimming feature checkbox is located...
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Slope
Enabled – This checkbox enables/disables the use of the slope feature.
Up mode – Allows selecting between different modes for the up axis. Available modes are:
Local – The up vector of each individual distribute-on object is used to define the slope limitation.
World – The world Y-axis up vector is used for all distribute-on objects to define the slope limitation.
From/To – These values define a 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.
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Altitude
Slope
Enabled – EnablesThis checkbox enables/disables instance limitations in the given altitude range.the use of the slope feature.
Up modeCoord. space – Allows selecting between different modes for the coordinate spaceup axis. Available modes are:
Local –
Using this mode, the altitude of the surface points on each individual distributed object is evaluated relative to the object center, while the object's rotation and scale still affect the altitude.
The up vector of each individual distribute-on object is used to define the slope limitation.
World – The world Y-axis up vector is used for all distribute-on objects to define the slope limitation
World – Using this mode, the altitude of the surface points on each individual distributed object is evaluated using the world coordinate system (after all transforms)
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From/To – Defines the range of altitude units used to limit instance distribution on the distribution object considering the selected coordinate space.
Fallof – This fallof curve 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 (From) altitude range. Lowering the point on the right side of the curve results in lowering the density of the objects close to the maximum (To) altitude range.
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These values define a 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.
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Altitude
Enabled – Enables/disables instance limitations in the given altitude range.
Coord. space – Allows selecting between different modes for the coordinate space. Available modes are:
Local – Using this mode, the altitude of the surface points on each individual distributed object is evaluated relative to the object center, while the object's rotation and scale still affect the altitude.
World – Using this mode, the altitude of the surface points on each individual distributed object is evaluated using the world coordinate system (after all transforms).
From/To – Defines the range of altitude units used to limit instance distribution on the distribution object considering the selected coordinate space.
Fallof – This fallof curve 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 (From) altitude range. Lowering the point on the right side of the curve results in lowering the density of the objects close to the maximum (To) altitude range.
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Example: Surface scattering
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Scatter count: 1000 (Default)
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Scatter count: 5000
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Scatter count: 15000
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Example: Distribution Patterns
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Pattern: Custom (No shader)
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Pattern: Custom (Bitmap shader)
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Pattern: Distorted lines high
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Pattern: Distorted lines low
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Pattern: Groups high
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Pattern: Groups low
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Pattern: Patches high
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Pattern: Patches low
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Pattern: Straight lines high
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Pattern: Straight lines low
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Pattern: Streaks High
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Pattern: Streaks low
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Example: Surface scattering
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Scatter count: 1000 (Default)
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Scatter count: 5000
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Scatter count: 15000
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Example: Slope limit
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Click here to see the slope setup for the above example...
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Example: Altitude limit
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Click here to see the Altitude setup for the different scatter objects used in the above example...