# Radial Scatter

## Short Description

Scatters objects in a radial pattern around a center.

## Description

The Radial Scatter tool scatters objects in a radial pattern around a center point. It provides various customizable properties to control the placement, attributes, and behavior of the scattered objects, including count, radius, and orientation.

## Properties

### Base Properties

* **Scatter**: Objects to instance on the grid
* **Count**: Number of instances along the ring
* **Radius**: Controls the radius of the scatter
* **Start Angle**: Start angle of the ring
* **End Angle**: End angle of the ring
* **Keep Count**: Keep the initial count after slicing the radius
* **Offset All**: Rotate all rings
* **Height**: Applies height accumulatively on every point within a ring.
* **Height every Nth**: Applies height every Nth object instead of every other

### Concentric

* **Concentric Rings**: Number of concentric rings
* **Concentric Distance Min**: Minimum distance between 2 concentric rings
* **Concentric Distance Max**: Maximum distance between 2 concentric rings
* **Ring Offset**: Rotates rings
* **Offset every Nth**: Rotates every Nth ring instead of all.
* **Accumulative Offset**: Accumulatively offsets instead of uniformly.
* **Wrap Around**: If wrap around is set, ring offset won't confine objects within the Start and End angle
* **Adaptive Count**: Set the number of objects in a ring such that spacing between objects is uniform in all rings.
* **Count Increase**: Increase count every subsequent ring
* **Count Every Nth**: Applies count increase every Nth ring
* **Ring Height**: Applies a height accumulatively on every subsequent ring
* **Ring Height every Nth**: Applies the Ring Height every Nth ring instead of every other

### Position

* **Origin Meshes**: Origin to scatter objects around
* **Orient To Origin**: If object is rotated, rotate also the scatter
* **Equidistant**: Objects are placed in equal distances in a radius, otherwise randomly
* **Randomize Position**: Randomizes position towards the center, giving it a bit of a variation.
* **Sink**: Pushes your instanced objects downwards
* **Randomize Sink**: Sink value will be randomized per object in the range of (0, Sink), instead of uniformly setting in the same for all.
* **Seed**: Used for modifying randomization of Positional values

### Shaping

* **X**: Extends along X axis
* **Y**: Extends along Y axis
* **Carve Start**: Carves out in a circular pattern, percentage wise
* **Carve End**: Carves out in a circular pattern, percentage wise

### Scaling

* **Scale Mode**: Scale Mode
* **Min Scale**: Minimum scale of the instances
* **Max Scale**: Maximum scale of the instances
* **Noise Scale**: Controls the scale of the noise
* **Scale Jitter**: Adds random scale value to existing scale.

### Rotation

* **Twist Direction**: Twists around this axis
* **Twist Rotation**: Twists the scattered objects' rotations along the curve
* **Random Spin**: Rotates individual instances randomly around their axis
* **Rotation Space**: Rotate objects in world or object space
* **X Rotation**: Rotates the scattered objects along the X axis in the given space
* **Y Rotation**: Rotates the scattered objects along the Y axis in the given space
* **Z Rotation**: Rotates the scattered objects along the Z axis in the given space

### Projection

* **Projection Meshes**: Meshes to projects the objects onto
* **Align to Projection**: If set, reorients objects to the surface normals
* **Remove Non Projected**: Anything that wasn't projected 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 (especially if your proximity objects are scatter instances)

### Object Masking

* **Objects**: Samples objects near the meshes.
* **Distance**: Controls distance of the padding we add to the inside mask
* **Keep Inside**: When set to true, ensures that we only keep what's inside of our meshes.

### Misc

* **Random Remove**: Randomly removes percentage wise
* **Seed**: Modifies the randomization process


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