Surface Scatter

Surface Scatter

Version: 2.8

Description

Scatter vegetation, debris, garbage and much more.

Tags

plants, scatter, vegetation, trees, rocks, debris, garbage, scatter, surface

Properties

Base Properties

NameDescriptionType

Surface

Meshes (or splines/curves) to scatter objects on

Actor

Scatter

Meshes to scatter on the input surface(s)

Actor

Density

Density of your scatter. The higher the value, the more scattered meshes you'll have

Float

Min Scale

Minimum scale of your scattered meshes

Float

Max Scale

Maximum scale of your scattered meshes

Float

Pivot Mode

Use the object pivot, or compensate for it, to snap the objects on different planes

Dropdown

Scale Mode

When scattering multiple meshes, you can choose how the scale should be handled

Dropdown

Density Mode

Density Mode

Dropdown

Falloff

Creates a falloff/gradient when scaling the objects. This relies on the min scale and max scale.

Float

Noise Scale

If the value is bigger than 0.0 switches random scaling to simplex noise based scaling.

Float

Surface Align

Adjust the degree of alignment towards the underlying surface. When scattering trees, you might for example not want any surface alignment

Float

Sink

Pushes your instanced objects downwards, which is very practical for trees

Float

Randomize Sink

Sink value will be randomized per object in the range of (0, Sink), instead of uniformly setting in the same for all.

Boolean

Seed

Randomizes the result of the scatter

Integer

Feature Masking

NameDescriptionType

Angle Mask

Masks objects by the angle of the underlying surface area under them

Float

Min Height Mask

Minimum height at which objects should be clamped

Float

Max Height Mask

Maximum height at which objects should be clamped

Float

Remove Mask

Randomly removes objects, ignoring any previous masking

Float

Clump Mask

Creates smaller clump masks from the scattered objects

Float

Clump Radius

Radius of the clumps

Float

Raycast

Only keep scattered objects that are outside of these input objects, and intersect with them

Actor

Use Surface Normals

During Raycast Meshes, uses the surface normals, otherwise uses the World Up direction

Boolean

Noise Mask

NameDescriptionType

Breakup

Controls the intensity of the noise/breakup.

Float

Breakup Scale

Frequency of the noise mask. This basically controls the scale of the noise

Float

Smoothness Noise

This value controls how sharp/soft the noise mask is

Float

Warp Noise

Deforms the noise mask, which can result in some really interesting swirly mask shapes

Float

Noise Scale Multiplier

Float

Noise Scale X

Float

Noise Scale Y

Float

Noise Scale Z

Float

Proximity Mask

NameDescriptionType

Objects

You can pass meshes, curves and even instancers to use them as masks

Actor

Distance

Distance of the objects' proximity mask

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

Object Masking

NameDescriptionType

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.

Actor

Distance

Controls distance of the padding we add to the inside mask

Float

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

Boolean

Optimize for Curves

If set to true, masking with curves will result in much faster scattering, but at the cost of texture and vertex color masking

Boolean

Projection Triangles

When using curves as a mask, this controls the number of triangles to use for the projection geometry we generate from the curve

Integer

Border Masking

NameDescriptionType

Border Offset

Masks the scattered objects along the surface's borders.

Float

Border Min

Minimum distance offset from the border mask value

Float

Border Max

Maximum distance offset from the border mask value

Float

Border Noise

Applies a noise on the border mask

Float

Border Sampling

A higher value results in more precise border masking, but at a heavier cost

Integer

Edge Breakup

NameDescriptionType

Border Distance

Controls the edge breakup distance

Float

Border Spread

Controls how spread of the edge breakups

Float

Border Scale

Controls the tiling pattern scale of the edge breakup

Float

Directional Masking

NameDescriptionType

Lights

Provide light/actors object to use for masking. The forward will be used as direction to mask the scatter.

Actor

Light Angle Mask

Based on the angle, consider more or less the parts of the objects that are facing the lights

Float

Floor Removal

Gradually removes scatters that are facing upwards

Float

Use Shadows

Uses the shadows projected from the lights as areas to scatter, like moss under trees

Boolean

Shadows Randomize

Randomizes the shadow mask

Float

Rotation Properties

NameDescriptionType

Override Rotation

If set to True, the rotation will be overridden by the values below

Boolean

X Override

Overrides the rotation along the X axis

Float

Y Override

Overrides the rotation along the Y axis

Float

Z Override

Overrides the rotation along the Z axis

Float

Randomize Angles

This ensures that all instances have a random angle/spin to them, which ensures great rotation variation

Boolean

Uniform Angle

Adjust the angle/spin of your instances. By default, they all have a random spin

Float

X Jitter

Randomizes the rotation along the X axis

Float

Y Jitter

Randomizes the rotation along the Y axis

Float

Z Jitter

Randomizes the rotation along the Z axis

Float

Scale Properties

NameDescriptionType

Use Custom Scale

If checked, the Min and Max scale values in the Base properties will be ignored, in favor of the more granular scale options below

Boolean

Scale Sort

If set to True, objects are arranged based on their scale, instead of randomly. This is particularly noticeable with falloffs

Boolean

Scale Sort Dither

When using scale-based object sorting, this dithers the different object passes, giving us a more natural look

Float

Falloff Sharpness

Controls the scale falloff's sharpness

Float

Xmin Scale

Minimum scale on the X axis

Float

Ymin Scale

Minimum scale on the Y axis

Float

Zmin Scale

Minimum scale on the Z axis

Float

Xmax Scale

Maximum scale on the X axis

Float

Ymax Scale

Maximum scale on the Y axis

Float

Zmax Scale

Maximum scale on the Z axis

Float

Object-based Scaling

NameDescriptionType

Objects

Add meshes or curves to affect the scale of the scattered objects

Actor

Distance

Controls the strength of the scale influences

Float

Multiplier

Controls the distance from the inputs for the influence to apply

Float

Falloff

Float

Vertex Color Masking

NameDescriptionType

Blend Mode

The blending mode to use for all vertex color masking

Dropdown

Red Channel

If checked, the blending mode dropdown below will take this vertex channel into account.

Boolean

Green Channel

If checked, the blending mode dropdown below will take this vertex channel into account.

Boolean

Blue Channel

If checked, the blending mode dropdown below will take this vertex channel into account.

Boolean

Threshold

Controls the vertex color masking threshold. Higher values can make the mask go beyond the vertex colors, and include the scattered points closest to the area with vertex colors.

Float

Landscape Layer Masking

NameDescriptionType

Layer Name 1

The name of the landscape layer to mask by

String

Layer Strength 1

The strength of the landscape layer mask

Float

Layer Name 2

The name of the landscape layer to mask by

String

Layer Strength 2

The strength of the landscape layer mask

Float

Layer Name 3

The name of the landscape layer to mask by

String

Layer Strength 3

The strength of the landscape layer mask

Float

Texture Masking

NameDescriptionType

Texture Path

When a texture is provided, this allows you to mask objects by texture

Asset

Texture Channel

Selects the channel to be used from the texture

Dropdown

Color Threshold

Defines a threshold value ranging from 0.0 to 1.0. Colors in the texture below this threshold will be discarded during texture sampling.

Float

Texture Tile

Control the tiling of the texture

Float

Misc Settings

NameDescriptionType

Max Count

Maximum number of objects/instances you can scatter. Higher the value, the more instances you'll have.

Integer

Random Scatter

If set to true, the scatter algorithm will default on a white noise pattern, instead of the default blue noise.

Boolean

End Cull Distance

Distance from camera at which each instance completely fades out

Integer

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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