Path Scatter

Path Scatter

Version: 2.2

Description

Scatter objects along curves/splines

Properties

Base Properties

NameDescriptionType

Curves

Curves to scatter on

Actor

Scatter

Meshes to scatter

Actor

Density Mode

Changes the density mode.

Dropdown

Density

Density represents a value relative to the objects you scatter, and give you plausible results.

Float

Distance

Points will be scattered along the curve at this distance from each other

Float

Count

Controls the number of scattered objects along the curve

Integer

Fit Axis

Set the axis of the object looking in the right direction, and the object will be fitted using that.

Dropdown

Fit Mode

Specify the fit mode for the objects

Dropdown

Pattern

Pattern to fit the objects

String

Start Scatter

Scatter objects at the start of the curve

Actor

End Scatter

Scatter objects at the end of the curve

Actor

Flip Ends

Flip the start or end scatter objects

Dropdown

Fit Margin

Add or remove a margin around the fitted objects

Float

Pivot Offset

Compensate pivot on the up axis

Dropdown

Fill Stretch

Stretch the objects along the curve to fill it completely

Boolean

Min Scale

Minimum scale of the scattered objects

Float

Max Scale

Maximum scale of the scattered objects

Float

Path Smooth

Smoothness of the path curve

Integer

Sink

Sinks the scattered objects above or below the curve, along its normals

Float

Tangents Jitter

Randomize position along the tangent of the curve, breaks up uniformity.

Float

Binormals Jitter

Randomize position along the binormal of the curve, breaks up uniformity.

Float

Resolution

Controls the sampling resolution of the curves

Integer

Scale Jitter

Randomly jitters the scale of each scattered object

Float

Random Spin

Randomly spins the scattered objects around their axis

Float

Spin Axis

Axis to spin the objects around

Dropdown

Seed

Creates random variation of the current scatter setup

Integer

Parallel Width

NameDescriptionType

Section

Which side of the curve to keep

Dropdown

Distance

Creates two parallel paths along the sides of the path

Float

Count

Number of parallel paths to have on each side of the path

Integer

Smooth

Smoothness of the parallel paths

Integer

Angle

Angle of the parallel paths

Float

Height

Offset the height of the parallel paths

Float

Keep Center

If set to true, the original path will be kept along with the parallel ones

Boolean

Feature Masking

NameDescriptionType

Surface

Projects the objects along this input mesh(es)

Actor

Add Mask

When masking is used, this can help you randomly restore masked objects

Float

Remove Mask

Randomly mask out objects

Float

Slice Start

Masks the scatter setup by slicing the internal curve at its start

Float

Slice End

Masks the scatter setup by slicing the internal curve at its ends

Float

Rotation Properties

NameDescriptionType

Look at Mode

Control the direction of each object

Dropdown

Look at Objects

Objects to point the scattered objects at in LOOK AT mode. If no objects are given NEXT is used.

Actor

Align to Curve

If turned on, orients along the normal of curve

Boolean

Rotation Jitter

Randomly jitters the rotation of each scattered object

Float

Rotation Space

Rotate objects in world or object space

Dropdown

X Rotation

Rotates the scattered objects along the X axis in the given space

Float

Y Rotation

Rotates the scattered objects along the Y axis in the given space

Float

Z Rotation

Rotates the scattered objects along the Z axis in the given space

Float

Twist Direction

Twists around this axis

Dropdown

Twist Rotation

Twists the scattered objects' rotations along the curve

Float

Position Override

NameDescriptionType

Randomize Override

If set to true, the override value will be used to randomize the position of the scattered objects

Boolean

X Override

Overrides the position along the X axis

Float

Y Override

Overrides the position along the Y axis

Float

Z Override

Overrides the position along the Z axis

Float

Proximity Mask

NameDescriptionType

Proximity

Proximity meshes ensure that only scattered objects nearby are kept

Actor

Distance

Controls the proximity distance

Float

Sampling

A higher value results in more precise proximity masking, but at a heavier cost (especially if your proximity objects are scatter instances)

Integer

Misc

NameDescriptionType

Receive decals

If set to true, instances receive decals

Boolean

Enable collision

If True - collision is set to "Enabled (Query and Physics)", if False - "NoCollision"

Boolean

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