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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