UV GridUses UV mapping to scatter instances in regular patterns. Pattern – Determines a pattern to use for grid scattering. Grid – Rectangular grid. Running Grid – Rectangular grid with every other row offset by half of the grid spacing. Hexagonal Grid – Arranges the instances into hexagons. Map Channel – Determines the UV channel. Spacing – Scales the pattern in UV space. When Spacing is set to 100%, the pattern occupies the whole space. When Spacing is set to 50%, the pattern is repeated twice. Jitter – Determines what percentage of the instances are randomly placed. When Jitter is set to 0, all instances are placed according to the UVW mapping. When Jitter is set to 100, all instances are randomly placed. Offset – Offsets the pattern by the given value (in percentages). Keep in mind that 0% and 100% Offset give the same result, as 100% moves the pattern by one whole repetition. Lock V – When enabled the values of the V coordinate for Spacing, Jitter and Offset are locked to the U coordinate's values.
Slope Limitation – Limits scattering only to 'slopes' at certain angles. The lower the angle range is set, the smaller the angle at which scattering stops. Local – The slope limitation is measured according to the up vector of each individual guest object. World – The Slope Limitation for all guest objects is measured relative to world up vector. Angle From – The lower limit of the range outside which instances get filtered out. Angle To – The upper limit of the range outside which instances get filtered out. |