Random - Uniform - Grid
The Grid distribution is perfect for scattering instances at regular intervals. It also allows you to inject a bit of randomness with the
The Random distribution scatters instances randomly all over the hosts.
Unlike the Uniform distribution, 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.
The Uniform distribution scatters instances homogeneously all over the hosts. Compared to Random distributions, instances are more evenly spaced, which produces more natural-looking results in some situations (like a grass field).
The Vertices distribution places one instance at each vertex of the hosts.
World spacemode, instances are projected in the direction of the global
Projection axisparameter. 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 World space mode, only top faces receive instances.
Object spacemode, the behavior is similar. However, the
Projection axisparameter 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.
Object space. Notice the component axes.
Face spacemode, 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.
Zones let you group similar objects together, like patches of flowers in a field or lawn.
It's also possible to create empty zones without any object by creating an empty object group and setting its probability as desired.