Distribution
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Skatter offers several distribution types, each useful in different situations: , , , and .
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.
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
The Random distribution scatters instances randomly all over the hosts.
Density
Target density over the hosts
Density
Target density over the hosts
The Vertices distribution places one instance at each vertex of the hosts.
Holes
Percentage of instances to discard randomly
Holes
Percentage of instances to discard randomly
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.
Zones let you group similar objects together, like patches of flowers in a field or lawn.
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.