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. 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. 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 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. The following parameters are only available when the distribution mode is set to UV: Patter, Use planar mapping, Spacing U/V, Jitter U/V, Offset U/V, and Lock V. |
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