Radial Scatter
Short Description
Scatters objects in a radial pattern with customizable parameters.
Description
The Radial Scatter tool scatters objects in a radial pattern around a specified origin. It offers control over various parameters to manipulate how objects are distributed, including angles, distances, and counts.
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. If End Angle is set to higher value than 360, can create spirals
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. Unlike proximity masking, this one uses raytracing to proper mesh proximity masking, and is more costly, and only works on 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. This can be useful for using meshes as instancer blockers
Misc
Random Remove: Randomly removes percentage wise
Seed: Modifies the randomization process
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