# Grid Scatter

## Short Description

Creates a customizable instance grid of input objects.

## Description

The Grid Scatter tool allows users to create an instance grid of various input objects, enabling efficient placement and manipulation in 3D space. Users can customize the grid dimensions, distribution methods, and numerous other properties to achieve desired visual effects.

## Properties

### Base Properties

* **Origin**: Origin object used as the center of the grid
* **Scatter**: Objects to instance on the grid
* **Distribution**: Controls how objects are distributed - as a line, plane or 3D grid
* **Min Scale**: Minimum scale of your scattered meshes
* **Max Scale**: Maximum scale of your scattered meshes
* **Seed**: Randomly changes each object in the grid

### Grid Properties

* **Width**: Width of the grid
* **Depth**: Depth of the grid
* **Height**: Height of the grid
* **Width Divisions**: Width Divisions of the grid
* **Depth Divisions**: Depth Divisions of the grid
* **Height Divisions**: Height Divisions of the grid

### Feature Masking

* **Remove Mask**: Randomly removes objects, ignoring any previous masking
* **Remove Bottom**: If checked, the bottom half of the grid that's below the origin will be removed

### Proximity Mask

* **Objects**: You can pass meshes, curves and even instancers to use them as masks
* **Distance**: Distance of the objects' proximity mask
* **Sampling**: A higher value results in more precise proximity masking, but at a heavier cost
* **Width**: Width of the proximity mask. This allows your masking to create strokes/slices of your scatter setup.

### Noise Mask

* **Breakup**: Controls the intensity of the noise/breakup.
* **Breakup Scale**: Frequency of the noise mask. This basically controls the scale of the noise
* **Smoothness**: This value controls how sharp/soft the noise mask is
* **Warp**: Deforms the noise mask, which can result in some really interesting swirly mask shapes
* **Scale Multiplier**: Multiplier for the noise scale.
* **Scale X**: Scale factor for the noise in the X direction.
* **Scale Y**: Scale factor for the noise in the Y direction.
* **Scale Z**: Scale factor for the noise in the Z direction.

### Position Properties

* **X Jitter**: Randomizes the position along the X axis
* **Y Jitter**: Randomizes the position along the Y axis
* **Z Jitter**: Randomizes the position along the Z axis
* **Jitter Multiplier**: Multiplies the jitter amount
* **Uniform Jitter**: Applies uniform jitter to all axes

### Rotation Properties

* **Incremental Spin**: Write your incremental values as ints or floats, separated by spaces.
* **Sort Increments**: If set to True, the incremental values will be applied in order, instead of randomly
* **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
* **Uniform Angle**: Adjust the angle/spin of your instances.
* **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

### Object-Based Scaling

* **Objects**: Add meshes or curves to affect the scale of the scattered objects
* **Distance**: Controls the strength of the scale influences
* **Multiplier**: Controls the distance from the inputs for the influence to apply
* **Falloff**: Controls how the influence tapers off with distance.

### Misc Settings

* **End Cull Distance**: Distance from camera at which each instance completely fades out
* **Receive decals**: If set to true, instances receive decals
* **Enable collision**: If True - collision is set to 'Enabled (Query and Physics)', if False - 'NoCollision'


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