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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