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  1. Manual

Distribution

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Last updated 3 years ago

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Skatter offers several distribution types, each useful in different situations: , , , and .

Grid

The Grid distribution is perfect for scattering instances at regular intervals. It also allows you to inject a bit of randomness with the Jitter and Holes parameters.

Parameter
Description

Spacing

Distance between successive instances

Shift

Global offset of the grid

Jitter

Percentage of the Spacing parameter that instances will be moved randomly

Rotation

Angle of the grid in degrees

Holes

Percentage of instances to discard randomly

Random

The Random distribution scatters instances randomly all over the hosts.

Parameter
Description

Density

Target density over the hosts

Uniform

Parameter
Description

Density

Target density over the hosts

Vertices

The Vertices distribution places one instance at each vertex of the hosts.

Parameter
Description

Holes

Percentage of instances to discard randomly

Face centers

Parameter
Description

Holes

Percentage of instances to discard randomly

Projection modes

In World space mode, instances are projected in the direction of the global Projection axis parameter. In many cases, the default axis (-Z) is good enough since we often want to scatter instances over flat horizontal surfaces. In cases when surfaces are not horizontal, like for green walls, then the axis can be changed accordingly.

In Object space mode, the behavior is similar. However, the Projection axis parameter refers to each host's local axis. This means that the scattering will be consistent whatever the host's orientation. This is also convenient if a composition possesses several hosts with different orientations.

In Face space mode, instances are not projected from a single direction anymore. Instead, each face of the host is populated individually. This makes it possible to generate scattering all over non-flat hosts.

In Skatter 1, a similar behavior could be achieved with the Wrap (UV) mode. However, it was only compatible with random distributions.

Zones

Zones let you group similar objects together, like patches of flowers in a field or lawn.

Parameter
Description

Size

The approximate size of each zone

Blur

Smoothness at the boundaries between zones

Noise

Randomly mixes objects to introduce more variety

It's also possible to create empty zones without any object by creating an empty object group and setting its probability as desired.

For some parameters, two X and Y values are available. For , both are used. For , only the X value is used.

Unlike the , this distribution type does not scatter instances in a homogeneous manner and some clumping may appear, which may or not be desirable depending on your goal. A benefit of random distributions, however, is that they are significantly faster to compute.

While the Density parameter is displayed as obj/unit² in the user interface, this only applies to . For , the value is actually interpreted as obj/unit.

The Uniform distribution scatters instances homogeneously all over the hosts. Compared to , instances are more evenly spaced, which produces more natural-looking results in some situations (like a grass field).

The Face centers distribution places one instance at the center of each face of the . For , it scatters instances at the center of each edge.

, , and distributions have a Mode parameter that controls .

By default, each zone will contain a single type of object. However, if you organize your objects into , then you can produce zones that contain different objects.

Uniform distribution
Random distributions
Grid
Random
Uniform
Vertices
Face centers
Grid
Random
Uniform
object groups
surface hosts
curve hosts
surface hosts
curve hosts
surface hosts
curve hosts
how scattered instances are projected onto surfaces
Random - Uniform - Grid
In World space mode, only top faces receive instances.
Object space. Notice the component axes.
Face-space