Grid Scatter

Short Description

Creates an instance grid for placing objects with customizable scaling and rotation.

Description

The Grid Scatter tool creates an instance grid of input objects, allowing users to define the distribution and scaling of those objects within a specified grid structure. It offers various options to control the grid's dimensions, object scaling, and randomization of rotations, providing flexibility in object placement.

Properties

Base Properties

  • Origin: Origin object used as the center of the grid

  • Scatter: Objects to instance on the grid

  • Width Divisions: Width Divisions of the grid

  • Depth Divisions: Depth Divisions of the grid

  • Height Divisions: Height Divisions of the grid

  • Width: Width of the grid

  • Depth: Depth of the grid

  • Height: Height of the grid

  • Scale Factor: Scale factor of the grid

  • Min Scale: Minimum random scale of the grid's objects

  • Max Scale: Maximum random scale of the grid's objects

  • Remove Bottom: If checked, the bottom half of the grid that's below the origin will be removed

  • Remove Mask: Randomly removes objects, ignoring any previous masking

  • Seed: Randomly changes each object in the grid

Rotation Properties

  • Override Rotation: If set to True, the rotation will be overridden by the values below

  • X Override: Overrides the rotation along the X axis

  • Y Override: Overrides the rotation along the Y axis

  • Z Override: Overrides the rotation along the Z axis

  • Random Spin: This ensures that all instances have a random angle/spin to them, which ensures great rotation variation

  • Uniform Angle: Adjust the angle/spin of your instances. By default, they all have a random spin

  • X Jitter: Randomizes the rotation along the X axis

  • Y Jitter: Randomizes the rotation along the Y axis

  • Z Jitter: Randomizes the rotation along the Z axis

Proximity Mask

  • Proximity: Proximity meshes ensure that only scattered objects nearby are kept

  • Distance: Controls the proximity distance

  • Sampling: A higher value results in more precise proximity masking, but at a heavier cost (especially if your proximity objects are scatter instances)

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