> For the complete documentation index, see [llms.txt](https://docs.polygonflow.io/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.polygonflow.io/dash-tools/volumescatter.md).

# Volume Scatter

## Short Description

Scatters objects inside a mesh.

## Description

The Volume Scatter tool scatters objects inside a specified mesh or volume. It allows users to customize various parameters such as density, scale, and rotation to control the appearance of scattered objects.

## Properties

### Base Properties

* **Meshes**: Meshes to use as a volume.
* **Scatter**: Objects to scatter inside the volume meshes/curves.
* **Density**: Density of your scatter. The higher the value, the more scattered meshes you'll have.
* **Randomness**: Randomness of the scatter. The higher the value, the more random the scatter will be.
* **Randomness Multiplier**: Multiplier for the randomness of the scatter. The higher the value, the more random the scatter will be.
* **Min Scale**: Minimum scale of your scattered meshes.
* **Max Scale**: Maximum scale of your scattered meshes.
* **Seed**: Randomizes the result of the scatter.

### Rotation Properties

* **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, which ensures great rotation variation.
* **Uniform Angle**: Adjust the angle/spin of your instances. By default, they all have a random spin.
* **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.

### 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).


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