> 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/getting-started/tool-presets.md).

# Tool Presets

Dash includes many powerful tools, and the Preset system makes them even easier to reuse.

When you create a Dash tool setup you like, you can save it as a preset, including the input meshes. You can then reuse that preset later and instantly recreate the same setup in any scene.

Presets make it easy to build reusable workflows and avoid rebuilding the same setups over and over.

{% embed url="<https://streamable.com/4mco30>" %}

## Presets Basics

### Single Tool Presets

When you have created a tool you are happy with, it's incredibly easy to save it in a preset that you can re-use later. If it's your first preset of tool X, you will find it in the tool menu, and if you already have some presets of tool X, the preset button is right next to the tool name. In the preset creation window, you can add some basic info such as name, category, description, search tags, and thumbnail. And then there are two important settings:

1. **Preset Scope**: Here, you decide if the preset shall be local or global. Local presets are saved and accessible only in this project, while the global presets are saved in the AppData folder and are thus accessible from any UE project.
2. **Include Interconnected Tools**: This means that if your tool is connected to another tool, for example, through Proximity Mask or scattering on another Scatter, all interconnected tools will be included in your preset.&#x20;

{% hint style="success" %}
The Preset System not only makes it easier to create things with Dash, but it also lets you combine tools through our Compound System and basically create new complex tools where the existing Dash tools become building blocks.&#x20;
{% endhint %}

{% embed url="<https://streamable.com/1engqc>" %}

### Compound Presets

The compound system of Dash can, of course, also be used with the Preset System. So let's say you have created a forest with 3 Surface Scatters and 2 Path Scatters, then you can add the key settings from each into a Compound by right-clicking on the properties, name the compound Forest, and then create a preset of this forest directly from the Compound tool. Then, if you use the Forest compound from the preset list of compounds, all your 3 Surface Scatters and 2 Path Scatters will be re-created exactly how you saved them.

When creating presets and especially compounds, one should not forget about the Reference System. With this, you can right-click on any property in any Dash tool and convert it to a reference, and then you can right-click on another property, in the same or different tool, and connect this to the same reference. And this basically means that you can control several Dash settings through one property. For example, if you have three Surface Scatters, you can link them together through References for their scales, input surfaces, or densities, etc. And if you then add the references to a compound, they appear as Shared Properties, giving you maximal control and structure in your Compounds. &#x20;

{% hint style="info" %}
If you are unsure which tools are connected before you create your preset, you can open the Tool Graph from the tool menu to check what is connected to your tool.
{% endhint %}

{% hint style="success" %}
More info on Compounds and References is available in the [Getting Started Guide](https://docs.polygonflow.io/getting-started/quickstart#references).
{% endhint %}

Here we have 1 Surface Scatter (Foliage), 1 Path Scatter (Lamps), and 1 Road tool. And then we firstly create a reference of the Road Width, and then connect the Parallel Width Distance of the Path Scatter to the same reference. This makes sure we can control both together. We then add this reference and also the density value of my Surface Scatter to a Compound, which we then create a preset out of.&#x20;

{% embed url="<https://streamable.com/opsqmh>" %}

### Using Presets

You can see all your presets for any given tool by clicking the Preset Icon next to the tool name in the Tools Panel. For compounds, simply create a Compound from the Tools Panel and then click the Preset icon. \
\
To use a preset, simply select it in the pop-up list. This will re-create the preset at the same exact location where it was created. So if you aren't seeing it directly, select the tool that was created in the outlier and press F to focus on it in the viewport.

If you need to move a Preset result with all its dependencies, you can find an option, Select Movable Objects, in the tool menu. This will select all relevant parts of your tool and let you move them all at once without breaking the results. This option is also available in the Compound Tools.&#x20;

{% embed url="<https://streamable.com/97dbzz>" %}

{% hint style="warning" %}
In order for the presets to spawn the input meshes like scatter objects and surfaces, they have to exist in the exact same location in your project as they did when you created the preset. If they don't, the tools will still spawn but empty, so then you have to assign some input objects to the tools to see some actual results in the viewport.
{% endhint %}

Once you have spawned a preset, you can, of course, continue to adjust it however you like, including **replacing any or all of the input meshes**. And then, after some changes, you can save it as another preset. And as we expect most users to create a fair amount of presets to improve their UE5 workflows even further, we have also added all your presets to the Dash Content Browser.<br>

### Preset Library

To make it easy to browse, search, and use all your presets, we have now included a preset library in the Dash Content Browser. Once you find a preset you want to use, simply drag and drop it into your viewport. When your preset has appeared in the viewport, all the relevant dependencies are automatically selected so you can easily move it to the perfect spot.&#x20;

You can right-click on any of your presets to delete them or change their details, such as the name, category, description, search tags, and thumbnail. And to make sure there is some structure in your Preset Library, you can expand the right side folder tree and see that your presets are separated by Local vs Global and by your own Categories you have added in your presets. And at the top of the folder tree, you will also see a folder called Built-In.

{% embed url="<https://streamable.com/d3zqf3>" %}

## Drawable Presets

**Draw presets directly in the viewport, with full control over shape and scale.**

All presets that have the draw icon in the top right corner can be drawn in your environments by holding CTRL when dragging your presets into your scene. Then select Draw Preset, draw the curve, hit the STOP button, and see your preset appear in your scene.&#x20;

{% embed url="<https://streamable.com/adcdjr>" %}

### Creating Drawable Presets

#### Single Tool Presets

All single tool presets from Surface Scatter, Path Scatter, Road Tool, Cable Tool, and Quick Pipe are by default drawable. So just save such a preset, and you will see it appear in the Preset Library with the draw icon in its corner.&#x20;

When you draw a Surface Scatter preset, the area you draw will be used in the Object Mask to confine your scatter to this specific area. And all the surfaces/meshes under your curve will be used as Surfaces in the scatter.

{% embed url="<https://streamable.com/fxuwfr>" %}

\
When you draw a Path-based preset, such as Path Scatter, Road Tool, Cable Tool, or Quick Pipe, the results will use your drawn curve as the input Curve.

{% embed url="<https://streamable.com/bkvfbp>" %}

#### Compound Presets

Compound presets can seem more complex, as here you are in control of which containers/settings are used in the drawing process. But it is fairly simple! \
\
If you're saving a compound preset and want to be able to draw it, you need to first fill in the basic preset information and then switch to the tab "Make it drawable".\
\
Here you will see **three containers**, the first being the **Curve Container,** which is mandatory for a drawable preset. If you are using a Path-based preset, here you should drag and drop your Curve container. If you are using a Surface Scatter-based preset, you should drag and drop your Object Mask container from the main Surface Scatter.&#x20;

The second is the optional **Surface Container.** For Path-based presets (Road Tool or Path Scatter), you can drop the Projection Mask container if you want the results to conform to the surface when you later draw the preset. For Surface Scatter-based presets, you **must** drop the Surface Container if you want to draw your preset. \
\
And the third and last, **Containers to Discard**, is also optional and only needed for very specific presets. For example, if you have created a preset of any type and used a proximity mask, you should then drag and drop the Proximity Mask Objects container here. By doing this, you make sure that you can still drag and drop your preset and keep the original look with the proximity mask, and also draw the preset in any other shape/form without having the proximity mask object affect the results. <br>

#### Examples

Here is a Surface Scatter compound preset example; It has 4 Surface Scatters that all have their surfaces, and object masks linked through the reference system. And then it also uses the middle curve as a proximity mask for the trees and the big rocks, but this will be added as a "Containers to Discard".

{% embed url="<https://streamable.com/51zg8v>" %}

Here is a Path Scatter-based compound preset; It uses two Path Scatters, one for the pillars and one for the wooden floor, and one Surface Scatter for the foliage on the pillars. Both Path Scatters are linked together using references for their curves and their projection masks.

{% embed url="<https://streamable.com/ga03ng>" %}

## Built-in Presets

In order to make it even easier for Dash users to get started creatively, we have also included 50+ built-in presets in the new Preset Library. You can filter these by expanding the right folder view in the preset library.

This collection is a mix of one-tool presets and compound presets that are all free to use however you like. So once you have dropped a Dash preset, you can adjust any of the settings and replace the placeholder meshes with any of your own meshes.

{% embed url="<https://streamable.com/39crlf>" %}

Huge thanks to Quaternius for creating and sharing some awesome CC0 assets that became perfect preset placeholder meshes. Check out all other Quaternius assets right here: <https://quaternius.com/index.html>

Below you can find all the currently included Dash presets that are available in Dash 1.10.0 and later. <br>

### Single Tool Presets

Presets using one tool instance.

<details open>

<summary>Surface Scatter</summary>

<table data-view="cards" data-full-width="true"><thead><tr><th>Preset</th><th>Tools<select multiple><option value="diFjSW41R3kK" label="Surface Scatter" color="blue"></option><option value="EYBYhlrS0Uqx" label="Radial Scatter" color="blue"></option></select></th><th>Description</th><th data-hidden>Type<select><option value="wnBtowK8AOYG" label="Single Tool" color="blue"></option><option value="oWJ7qH38XY9o" label="Compound" color="blue"></option></select></th><th data-hidden data-card-cover data-type="image">Cover image</th></tr></thead><tbody><tr><td>Rocks_Noise</td><td><span data-option="diFjSW41R3kK">Surface Scatter</span></td><td>Rocks scattered with a noise mask using Surface Scatter.</td><td><span data-option="wnBtowK8AOYG">Single Tool</span></td><td><a href="/files/I3LjOTC4hINMAT7PW8ot">/files/I3LjOTC4hINMAT7PW8ot</a></td></tr><tr><td>Bushes_Proximity</td><td><span data-option="diFjSW41R3kK">Surface Scatter</span></td><td>Bushes around a rock using a Surface Scatter with proximity mask.</td><td><span data-option="wnBtowK8AOYG">Single Tool</span></td><td><a href="/files/EwF8gtcnPhWBmyNcz21y">/files/EwF8gtcnPhWBmyNcz21y</a></td></tr><tr><td>Basic_Forest</td><td><span data-option="diFjSW41R3kK">Surface Scatter</span></td><td>A tree Surface Scatter confined with curves through Object and Proximity Mask.</td><td><span data-option="wnBtowK8AOYG">Single Tool</span></td><td><a href="/files/ysfC9XoqwkMW5wqVQD3W">/files/ysfC9XoqwkMW5wqVQD3W</a></td></tr><tr><td>Moss_Rock</td><td><span data-option="diFjSW41R3kK">Surface Scatter</span></td><td>Moss scattered on a rock using Surface Scater with a noise mask.</td><td><span data-option="wnBtowK8AOYG">Single Tool</span></td><td><a href="/files/Xgx7WwgH7rmrGg3TpR6m">/files/Xgx7WwgH7rmrGg3TpR6m</a></td></tr></tbody></table>

</details>

<details>

<summary>Radial Scatter</summary>

<table data-view="cards" data-full-width="true"><thead><tr><th>Preset</th><th>Tools<select multiple><option value="diFjSW41R3kK" label="Surface Scatter" color="blue"></option><option value="EYBYhlrS0Uqx" label="Radial Scatter" color="blue"></option></select></th><th>Description</th><th data-hidden>Type<select><option value="wnBtowK8AOYG" label="Single Tool" color="blue"></option><option value="oWJ7qH38XY9o" label="Compound" color="blue"></option></select></th><th data-hidden data-card-cover data-type="image">Cover image</th></tr></thead><tbody><tr><td>Rock_Tower</td><td><span data-option="EYBYhlrS0Uqx">Radial Scatter</span></td><td>A Radial sScatter that stacks rocks in a tower-like shape. And it uses a proximity mask with a sphere.</td><td></td><td><a href="/files/VZK0HhorX5tBeRpgW2Zd">/files/VZK0HhorX5tBeRpgW2Zd</a></td></tr><tr><td>Stone_Stairs</td><td><span data-option="EYBYhlrS0Uqx">Radial Scatter</span></td><td>A Radial Scatter that uses the Height setting to create a staircase out of a stone asset.</td><td></td><td><a href="/files/3qbUjMkrXPXMgppXCUtx">/files/3qbUjMkrXPXMgppXCUtx</a></td></tr><tr><td>Circular_Garden</td><td><span data-option="EYBYhlrS0Uqx">Radial Scatter</span></td><td>A Radial Scatter that scatters flowers in concentric circles. An Proximity Mask curve creates the path.</td><td></td><td><a href="/files/LQDFVyNOPY8d8eKipIJq">/files/LQDFVyNOPY8d8eKipIJq</a></td></tr></tbody></table>

</details>

<details>

<summary>Path Scatter</summary>

<table data-view="cards" data-full-width="true"><thead><tr><th>Preset</th><th>Tools<select multiple><option value="diFjSW41R3kK" label="Surface Scatter" color="blue"></option><option value="EYBYhlrS0Uqx" label="Radial Scatter" color="blue"></option><option value="LijLMsEICK7u" label="Path Scatter" color="blue"></option></select></th><th>Description</th><th data-hidden>Type<select><option value="wnBtowK8AOYG" label="Single Tool" color="blue"></option><option value="oWJ7qH38XY9o" label="Compound" color="blue"></option></select></th><th data-hidden data-card-cover data-type="image">Cover image</th></tr></thead><tbody><tr><td>Tree_Avenue</td><td><span data-option="LijLMsEICK7u">Path Scatter</span></td><td>A Path Scatter that scatters trees along a curve to create an avenue. It uses Parallel Width and Proximity Mask.</td><td></td><td><a href="/files/03RkLUolqZspXMa5wVS8">/files/03RkLUolqZspXMa5wVS8</a></td></tr><tr><td>Cliff_Canyon</td><td><span data-option="LijLMsEICK7u">Path Scatter</span></td><td>A Path Scatter that scatters rocks along two curves to create a canyon. It also uses some Jitter and Random Spin.</td><td></td><td><a href="/files/PhaBldRPdS9OvtNUfGd8">/files/PhaBldRPdS9OvtNUfGd8</a></td></tr><tr><td>Hanging_Vines</td><td><span data-option="LijLMsEICK7u">Path Scatter</span></td><td>Vines scattered on a wall along a curve. Using Path Scatter.</td><td></td><td><a href="/files/16qbIx2862PvxyuXK6KU">/files/16qbIx2862PvxyuXK6KU</a></td></tr><tr><td>Farm_Fence</td><td><span data-option="LijLMsEICK7u">Path Scatter</span></td><td>A single Path Scatter that places an fence asset along a curve. </td><td></td><td><a href="/files/4Xd5iT438JvFHQZoPWp0">/files/4Xd5iT438JvFHQZoPWp0</a></td></tr><tr><td>Fence</td><td><span data-option="LijLMsEICK7u">Path Scatter</span></td><td>A single Path Scatter that places an standing plank asset along a curve.</td><td></td><td><a href="/files/1ZRW4HEVKWAGw7spXjUq">/files/1ZRW4HEVKWAGw7spXjUq</a></td></tr><tr><td>Pillar_Fence</td><td><span data-option="LijLMsEICK7u">Path Scatter</span></td><td>A single Path Scatter that places a pillar and a plank assets in a fixed pattern along a curve. </td><td></td><td><a href="/files/9JbpGKORHgFx4f9JdgKl">/files/9JbpGKORHgFx4f9JdgKl</a></td></tr><tr><td>Wooden_Pathway</td><td><span data-option="LijLMsEICK7u">Path Scatter</span></td><td>A single Path Scatter that places an laying plank asset along a curve.</td><td></td><td><a href="/files/WxCRZiNh3JMrsqa450gf">/files/WxCRZiNh3JMrsqa450gf</a></td></tr><tr><td></td><td></td><td></td><td></td><td></td></tr></tbody></table>

</details>

<details>

<summary>Grid Scatter</summary>

<table data-view="cards" data-full-width="true"><thead><tr><th>Preset</th><th>Tools<select multiple><option value="diFjSW41R3kK" label="Surface Scatter" color="blue"></option><option value="EYBYhlrS0Uqx" label="Radial Scatter" color="blue"></option><option value="o7nld5jwgjPh" label="Grid Scatter" color="blue"></option></select></th><th>Description</th><th data-hidden>Type<select><option value="wnBtowK8AOYG" label="Single Tool" color="blue"></option><option value="oWJ7qH38XY9o" label="Compound" color="blue"></option></select></th><th data-hidden data-card-cover data-type="image">Cover image</th></tr></thead><tbody><tr><td>Rock_Wall</td><td><span data-option="o7nld5jwgjPh">Grid Scatter</span></td><td>A Grid Scatter that stacks rocks in a wall-like shape. The breakups comes from a Proximity Mask and Remove Mask.</td><td></td><td><a href="/files/Cqz8aBk5ma4GWuUxIn65">/files/Cqz8aBk5ma4GWuUxIn65</a></td></tr><tr><td>Rock_Floor</td><td><span data-option="o7nld5jwgjPh">Grid Scatter</span></td><td>A Grid Scatter that scatters rocks in a 2D pattern on the floor. And it uses the Noise Mask.</td><td></td><td><a href="/files/6Y0SYxrXr2jfnBUQvCDw">/files/6Y0SYxrXr2jfnBUQvCDw</a></td></tr></tbody></table>

</details>

<details>

<summary>Road Tool</summary>

<table data-view="cards" data-full-width="true"><thead><tr><th>Preset</th><th>Tools<select multiple><option value="diFjSW41R3kK" label="Surface Scatter" color="blue"></option><option value="EYBYhlrS0Uqx" label="Radial Scatter" color="blue"></option><option value="TdywLDA772ln" label="Road Tool" color="blue"></option></select></th><th>Description</th><th data-hidden>Type<select><option value="wnBtowK8AOYG" label="Single Tool" color="blue"></option><option value="oWJ7qH38XY9o" label="Compound" color="blue"></option></select></th><th data-hidden data-card-cover data-type="image">Cover image</th></tr></thead><tbody><tr><td>Projected_Road</td><td><span data-option="TdywLDA772ln">Road Tool</span></td><td>A Road Tool projected on its underlying curvy surface.</td><td></td><td><a href="/files/ysnQ53GzFfMj5B7qggYN">/files/ysnQ53GzFfMj5B7qggYN</a></td></tr><tr><td>Bumpy_Road</td><td><span data-option="TdywLDA772ln">Road Tool</span></td><td>A Road Tool with some Noise added to make it bumpy.</td><td></td><td><a href="/files/xFrADnF44n0C2QKbjjB7">/files/xFrADnF44n0C2QKbjjB7</a></td></tr></tbody></table>

</details>

<details>

<summary>Cable Tool</summary>

<table data-view="cards" data-full-width="true"><thead><tr><th>Preset</th><th>Tools<select multiple><option value="diFjSW41R3kK" label="Surface Scatter" color="blue"></option><option value="EYBYhlrS0Uqx" label="Radial Scatter" color="blue"></option><option value="CT50mNFFUihl" label="Cable Tool" color="blue"></option></select></th><th>Description</th><th data-hidden>Type<select><option value="wnBtowK8AOYG" label="Single Tool" color="blue"></option><option value="oWJ7qH38XY9o" label="Compound" color="blue"></option></select></th><th data-hidden data-card-cover data-type="image">Cover image</th></tr></thead><tbody><tr><td>Cable_Robot</td><td><span data-option="CT50mNFFUihl">Cable Tool</span></td><td>A Cable Tool that uses Self-Scatter on top of a single robot asset. It also uses Gravity, Radius and Duplicates settings.</td><td></td><td><a href="/files/ikUU4I2eOg6nCvGalIXF">/files/ikUU4I2eOg6nCvGalIXF</a></td></tr></tbody></table>

</details>

<details>

<summary>Vine Tool</summary>

<table data-view="cards" data-full-width="true"><thead><tr><th>Preset</th><th>Tools<select multiple><option value="diFjSW41R3kK" label="Surface Scatter" color="blue"></option><option value="EYBYhlrS0Uqx" label="Radial Scatter" color="blue"></option><option value="CT50mNFFUihl" label="Cable Tool" color="blue"></option><option value="GZXI2sefqO6H" label="Vine Tool" color="blue"></option></select></th><th>Description</th><th data-hidden>Type<select><option value="wnBtowK8AOYG" label="Single Tool" color="blue"></option><option value="oWJ7qH38XY9o" label="Compound" color="blue"></option></select></th><th data-hidden data-card-cover data-type="image">Cover image</th></tr></thead><tbody><tr><td>Overgrown_Car</td><td><span data-option="GZXI2sefqO6H">Vine Tool</span></td><td>A Vine Tool that covers a full car. The car is the surface and an actor is used as origin.</td><td></td><td><a href="/files/7uXq5srb3ijYk3ocePv7">/files/7uXq5srb3ijYk3ocePv7</a></td></tr><tr><td>Tree_Roots</td><td><span data-option="GZXI2sefqO6H">Vine Tool</span></td><td>A Vine Tool that create roots when using the plane as surface and the tree as origin.</td><td></td><td><a href="/files/SB3ya0RFFODGTavsfFCw">/files/SB3ya0RFFODGTavsfFCw</a></td></tr></tbody></table>

</details>

### Compound Presets

Presets combining multiple tool instances.

<details>

<summary><strong>Same-Tool Presets</strong> <br><sub><em>Multiple instances of one tool</em></sub></summary>

<table data-view="cards" data-full-width="true"><thead><tr><th>Preset</th><th>Tools<select multiple><option value="diFjSW41R3kK" label="Surface Scatter" color="blue"></option><option value="EYBYhlrS0Uqx" label="Radial Scatter" color="blue"></option><option value="OpPJHAzSDogs" label="Path Scatter x2" color="blue"></option><option value="Oih3z9W08bJD" label="Road Rool x3" color="blue"></option><option value="s0EQcXb5SzmD" label="Surface Scatter x2" color="blue"></option><option value="gXQ5fWbKUyPi" label="Surface Scatter x3" color="blue"></option><option value="BwR1xlx2EIbs" label="Grid Scatter x3" color="blue"></option></select></th><th>Description</th><th data-hidden>Type<select><option value="wnBtowK8AOYG" label="Single Tool" color="blue"></option><option value="oWJ7qH38XY9o" label="Compound" color="blue"></option></select></th><th data-hidden data-card-cover data-type="image">Cover image</th></tr></thead><tbody><tr><td>Double_Cliffs</td><td><span data-option="OpPJHAzSDogs">Path Scatter x2</span></td><td>This is a compound of 2 Path Scatters, using 1 curve. The 1st forms the outer layer of rocks. The 2nd forms the inner layers.</td><td></td><td><a href="/files/lEFaZirP8lUiFIbZpwkE">/files/lEFaZirP8lUiFIbZpwkE</a></td></tr><tr><td>Light_Pathway</td><td><span data-option="OpPJHAzSDogs">Path Scatter x2</span></td><td>This is a compound of 2 Path Scatters, using 1 curve. The 1st scatters the pathway of rocks. The 2nd scatters lights outside of the pathway.</td><td></td><td><a href="/files/i5HDwIelCQxFWkC3TDoi">/files/i5HDwIelCQxFWkC3TDoi</a></td></tr><tr><td>Real_Road</td><td><span data-option="Oih3z9W08bJD">Road Rool x3</span></td><td>This is a compound of 3 Road Tools and one curve. One for the main road, one for the side markings, and for the the center markings.</td><td></td><td><a href="/files/gt6D1bmP3y4XqWkN6JAF">/files/gt6D1bmP3y4XqWkN6JAF</a></td></tr><tr><td>Mossy_Rocks</td><td><span data-option="s0EQcXb5SzmD">Surface Scatter x2</span></td><td>This is a compound of 2 Surface Scatters. The 1st scatters rocks on the plane. The 2nd scatters moss on top of the rocks.</td><td></td><td><a href="/files/M8xClUz2XNVvgbrKr5zc">/files/M8xClUz2XNVvgbrKr5zc</a></td></tr><tr><td>Dense_Forest</td><td><span data-option="gXQ5fWbKUyPi">Surface Scatter x3</span></td><td>Compound of 3 Surface Scatters. Tight trees, heavy bushes, almost no empty ground.</td><td></td><td><a href="/files/ZmJODJvPCxCINhz6erQp">/files/ZmJODJvPCxCINhz6erQp</a></td></tr><tr><td>Open_Forest</td><td><span data-option="gXQ5fWbKUyPi">Surface Scatter x3</span></td><td>Compound of 3 Surface Scatters. Wide Spacing, lots of grass, few bushes.</td><td></td><td><a href="/files/Ha0hbkmYVhsfugcett9C">/files/Ha0hbkmYVhsfugcett9C</a></td></tr><tr><td>Young_Forest</td><td><span data-option="gXQ5fWbKUyPi">Surface Scatter x3</span></td><td>Compound of 3 Surface Scatters. Small trees and bushes, few large ones. Lots of bushes and grass</td><td></td><td><a href="/files/eqnN2i4OW88Z9uAAU3fG">/files/eqnN2i4OW88Z9uAAU3fG</a></td></tr><tr><td>Rocky_Forest</td><td><span data-option="gXQ5fWbKUyPi">Surface Scatter x3</span></td><td>Compound of 3 Surface Scatters. Trees mixed with lots of rocks.</td><td></td><td><a href="/files/XbX2iRp0hbHXT8M2iepV">/files/XbX2iRp0hbHXT8M2iepV</a></td></tr><tr><td>Rock_Path</td><td><span data-option="OpPJHAzSDogs">Path Scatter x2</span></td><td>Rocks scattered with a Path Scatter and then foliage on the sides using another Path Scatter.</td><td></td><td><a href="/files/iRWzpfWuASIDIeDG843E">/files/iRWzpfWuASIDIeDG843E</a></td></tr><tr><td>Farm_Land</td><td><span data-option="BwR1xlx2EIbs">Grid Scatter x3</span></td><td>3 Grid Scatters, using different assets and proximity masks to control their placement.</td><td></td><td><a href="/files/ak69krbJSOqF1yUgfPlV">/files/ak69krbJSOqF1yUgfPlV</a></td></tr></tbody></table>

</details>

<details>

<summary><strong>Mixed-Tool Presets</strong><br><sub><em>Combinations of different tools</em></sub></summary>

<table data-view="cards" data-full-width="true"><thead><tr><th>Preset</th><th>Tools<select multiple><option value="diFjSW41R3kK" label="Surface Scatter" color="blue"></option><option value="EYBYhlrS0Uqx" label="Radial Scatter" color="blue"></option><option value="DmuBlv3uvDCq" label="Cable Tool" color="blue"></option><option value="aFxBObr6MAbr" label="Quick Pipe" color="blue"></option><option value="zSVtcPtOOgP9" label="Path Scatter x2" color="blue"></option><option value="jXajv29d05ZI" label="Surface Scatter x3" color="blue"></option><option value="Hhil3NBpBHWz" label="Path Scatter x3" color="blue"></option><option value="W6J0fPmHwT9H" label="Grid Scatter" color="blue"></option><option value="vpGHPYpqUwp3" label="Path Scatter" color="blue"></option><option value="CPCrxnwDEQWq" label="Road Tool" color="blue"></option><option value="0CpzVqq2ltED" label="Surface Scatter x2" color="blue"></option><option value="kkAiZ5ZYEacH" label="Grid Scatter x2" color="blue"></option><option value="9bgyuICcjsYj" label="Cable Tool x2" color="blue"></option><option value="GrBTNZpyo1Lz" label="Quick Pipe x2" color="blue"></option></select></th><th>Description</th><th data-hidden data-card-cover data-type="image">Cover image</th></tr></thead><tbody><tr><td>Rock_Bridge</td><td><span data-option="DmuBlv3uvDCq">Cable Tool, </span><span data-option="aFxBObr6MAbr">Quick Pipe, </span><span data-option="jXajv29d05ZI">Surface Scatter x3, </span><span data-option="Hhil3NBpBHWz">Path Scatter x3</span></td><td>This compound consisting of various tools creates a non-hanging rope bridge, controlled by a single curve.</td><td><a href="/files/6i0UJo7vlGEOEVNJampu">/files/6i0UJo7vlGEOEVNJampu</a></td></tr><tr><td>Rope_Bridge</td><td><span data-option="DmuBlv3uvDCq">Cable Tool, </span><span data-option="aFxBObr6MAbr">Quick Pipe, </span><span data-option="zSVtcPtOOgP9">Path Scatter x2, </span><span data-option="diFjSW41R3kK">Surface Scatter</span></td><td>This compound consisting of various tools creates a hanging rope bridge, controlled by a single bent curve.<br><br></td><td><a href="/files/xEkzwh5Y4Nt8F0o0Gdhn">/files/xEkzwh5Y4Nt8F0o0Gdhn</a></td></tr><tr><td>Mossy_Wall</td><td><span data-option="W6J0fPmHwT9H">Grid Scatter, </span><span data-option="diFjSW41R3kK">Surface Scatter</span></td><td>This compound combines a Grid Scatter and a Surface Scatter to create a rock wall with foliage scattered on it. </td><td><a href="/files/HcwwFHAen8Q1J2UkCR6p">/files/HcwwFHAen8Q1J2UkCR6p</a></td></tr><tr><td>Mossy_Tower</td><td><span data-option="EYBYhlrS0Uqx">Radial Scatter, </span><span data-option="diFjSW41R3kK">Surface Scatter</span></td><td>This compound combines a Radial Scatter and a Surface Scatter to create a rock tower with foliage scattered on it. </td><td><a href="/files/0IfZChbHMDBkMjt5SI7z">/files/0IfZChbHMDBkMjt5SI7z</a></td></tr><tr><td>Abandoned_Parking</td><td><span data-option="W6J0fPmHwT9H">Grid Scatter, </span><span data-option="jXajv29d05ZI">Surface Scatter x3</span></td><td>This compound combines a Grid Scatter and a Surface Scatter to scatter cars, foliage and rocks with several proximity masks.</td><td><a href="/files/YZ4jJHgoXXGr66Kznzyb">/files/YZ4jJHgoXXGr66Kznzyb</a></td></tr><tr><td>Park_Path</td><td><span data-option="diFjSW41R3kK">Surface Scatter, </span><span data-option="vpGHPYpqUwp3">Path Scatter, </span><span data-option="CPCrxnwDEQWq">Road Tool</span></td><td>This compound creates an road with lights and foliage on its side using the Road Tool, Path Scatter and Surface Scatter. </td><td><a href="/files/VJHofiYWzhQSGspfJV05">/files/VJHofiYWzhQSGspfJV05</a></td></tr><tr><td>Overgrown_Cliffs</td><td><span data-option="zSVtcPtOOgP9">Path Scatter x2, </span><span data-option="0CpzVqq2ltED">Surface Scatter x2</span></td><td>This is a compound that creates 2 layers if cliffs with Path Scatters and then scatters foliage on the cliffs and on the ground using Surface Scatter.</td><td><a href="/files/QoIbf1B7sWyaehiaMrPh">/files/QoIbf1B7sWyaehiaMrPh</a></td></tr><tr><td>Overgrown_Pathway</td><td><span data-option="zSVtcPtOOgP9">Path Scatter x2, </span><span data-option="0CpzVqq2ltED">Surface Scatter x2</span></td><td>This is a compound that creates an overgrown rock path with lights on each side. It uses Path Scatters and Surface Scatters.</td><td><a href="/files/wM29wGSryEFejj5CrSmt">/files/wM29wGSryEFejj5CrSmt</a></td></tr><tr><td>Suburb</td><td><span data-option="kkAiZ5ZYEacH">Grid Scatter x2, </span><span data-option="diFjSW41R3kK">Surface Scatter</span></td><td>This compound scatters a street mesh and houses with two different Grid Scatters and then scatters some bushes with Surface Scatter. (You need to use 2x divisions on the houses compared to the streets)</td><td><a href="/files/rLmPjuDEDT4y1uX89jSZ">/files/rLmPjuDEDT4y1uX89jSZ</a></td></tr><tr><td>Power_Lines</td><td><span data-option="vpGHPYpqUwp3">Path Scatter, </span><span data-option="DmuBlv3uvDCq">Cable Tool</span></td><td>Light Poles scattered with Path Scatter and cables from the cable tool.</td><td><a href="/files/BxkfjTUZo1F5N4JKA8l9">/files/BxkfjTUZo1F5N4JKA8l9</a></td></tr><tr><td>Overgrown_Fence</td><td><span data-option="vpGHPYpqUwp3">Path Scatter, </span><span data-option="diFjSW41R3kK">Surface Scatter</span></td><td>A single Path Scatter that places an standing plank asset along a curve. And foliage is added using Surface Scatter. </td><td><a href="/files/gZmUV6BAispTaoklNa9v">/files/gZmUV6BAispTaoklNa9v</a></td></tr><tr><td>Overgrown_Pillar_Fence</td><td><span data-option="diFjSW41R3kK">Surface Scatter, </span><span data-option="vpGHPYpqUwp3">Path Scatter</span></td><td>A single Path Scatter that places two wood assets along a curve. And foliage is added using Surface Scatter. </td><td><a href="/files/abbB00hDgIoj00D7Iyk9">/files/abbB00hDgIoj00D7Iyk9</a></td></tr><tr><td>Board_Walk</td><td><span data-option="zSVtcPtOOgP9">Path Scatter x2, </span><span data-option="diFjSW41R3kK">Surface Scatter</span></td><td>One Path Scatter for the standing planks, one the for flat planks. And a Surface Scatter for the foliage. </td><td><a href="/files/FCii3EescVWPOFu48zxr">/files/FCii3EescVWPOFu48zxr</a></td></tr><tr><td>Border_Fence</td><td><span data-option="zSVtcPtOOgP9">Path Scatter x2, </span><span data-option="diFjSW41R3kK">Surface Scatter</span></td><td>One Path Scatter for the standing planks, one the for flat planks. And a Surface Scatter for the foliage. </td><td><a href="/files/PCVhaqIRm8Os4AXWVnGM">/files/PCVhaqIRm8Os4AXWVnGM</a></td></tr><tr><td>Overgrown_Pier</td><td><span data-option="zSVtcPtOOgP9">Path Scatter x2, </span><span data-option="diFjSW41R3kK">Surface Scatter</span></td><td>One Path Scatter for the pillars, one for the flat planks. And a Surface Scatter for the foliage. </td><td><a href="/files/jJPaW3K1YHx1qZuCLYPx">/files/jJPaW3K1YHx1qZuCLYPx</a></td></tr><tr><td>Custom_Fence1</td><td><span data-option="aFxBObr6MAbr">Quick Pipe, </span><span data-option="DmuBlv3uvDCq">Cable Tool</span></td><td>A Quick Pipe is used for the poles and a Cable Tool is used for the strings. </td><td><a href="/files/ZoUDsZ9QAcFZPDrW8jgY">/files/ZoUDsZ9QAcFZPDrW8jgY</a></td></tr><tr><td>Custom_Fence2</td><td><span data-option="aFxBObr6MAbr">Quick Pipe, </span><span data-option="9bgyuICcjsYj">Cable Tool x2</span></td><td>A Quick Pipe is used for the poles and two Cable Tools is used for the strings. </td><td><a href="/files/pvNsgHgAHOAxciGldMvx">/files/pvNsgHgAHOAxciGldMvx</a></td></tr><tr><td>Wire_Fence</td><td><span data-option="GrBTNZpyo1Lz">Quick Pipe x2, </span><span data-option="DmuBlv3uvDCq">Cable Tool</span></td><td>A procedural fence using 2 Quick Pipes and 1 Cable Tool.</td><td><a href="/files/EedarfJ9IGY70pUhU3jL">/files/EedarfJ9IGY70pUhU3jL</a></td></tr><tr><td>Road_Rails</td><td><span data-option="CPCrxnwDEQWq">Road Tool, </span><span data-option="DmuBlv3uvDCq">Cable Tool, </span><span data-option="aFxBObr6MAbr">Quick Pipe</span></td><td>A road tool with rails on the side using a Quick Pipe and a Cable Tool.</td><td><a href="/files/qJsG6NzJLhMg7AiRDSjY">/files/qJsG6NzJLhMg7AiRDSjY</a></td></tr><tr><td>Railway</td><td><span data-option="CPCrxnwDEQWq">Road Tool, </span><span data-option="zSVtcPtOOgP9">Path Scatter x2</span></td><td>The planks and the rocks comes from 2 Path Scatters, and the track comes from the Road Tool using Parallel Width.</td><td><a href="/files/UOlCAjxITuMfAKCmakAq">/files/UOlCAjxITuMfAKCmakAq</a></td></tr></tbody></table>

</details>


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