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Remove density of the active scatter-system with the help of a chosen vertex-group (often called "Vgroup").
Reminder
Use the ALT key while assigning your vertex-group to batch assign to all selected system(s).
Remember that the procedural vertex-data workflow is available to generate a more complex combination of vertex masks.
If you are working with multiple surfaces, please make sure your chosen vertex-group is shared across all of your surfaces.
If you cannot paint anything, that's probably because your surface does not have enough vertices. We propose a "remesh" operator in the emitter panel.
Remove density of a scatter-system with the help of a chosen vertex-color layer (often called "Vcol", now recently re-named to "Color Attribute").
By default, Scatter5 will use the greyscale information of your color data, however, there are multiple color sampling methods available such as R/G/B channels or color ID. Handy to control the density of multiple scatter-system for one single painting canvas.
Pro Tip:
When painting color ID maps, be sure that your brush falloff is set to flat. Gradient painting is not recommended when using a custom-color sampling method.
Always use black as your default color, white is a combination of all R/G/B channels, while black is a complete absence of color.
Set your brush blending mode to 'Add' if you'd like to paint in R/G/B channels.
Like the example above, you can save your ID colors in the color palette to quickly paint the corresponding systems.
Remember that color properties can be dragged and dropped or copy/pasted in blender.
Remove density of a scatter-system with a chosen image. Using an image for masking is best if you do not want to be limited by the amount and disparity of your surface(s) vertices.
The color sampling tips from above also apply to this feature as well.
Reminder:
In blender, it is important to always save your image datas, or you might lose them when you open your file later on!
If you do not see anything, perhaps that's because your emitter surface does not have any UV's?
Note that blender painter editor is quite slow when painting large areas.
Remove instances located under the inside area of a chosen closed bezier curve.
Reminder:
Note that it's possible to have many curves within the same bezier data.
Pro Tip:
Go in the orthogonal top perspective to edit your curve more easily.
With the boolean mask you are able to remove instances located inside or outside objects linked in a given collection.
Remove instances under the objects linked in the chosen collection.
Pro Tip:
For features interacting heavily with object meshes, If you are working with a lot of polygons, it might be best to quickly create a low poly easy-to-compute version of your mesh.
Reminder:
Moving elements inside of the chosen collection will trigger an update of the dependent scatter-system(s).
Distribute instances depending on their surfaces material-slots.
In Scatter5, almost every single feature can be masked with what we called the "Universal Feature Mask". This grants you the ability to precisely control where the effect contextually takes place, with the help of a procedural noise, a chosen vgroup, or vertex-color layer.
In the hereby example, we are painting a wind effect by assigning a Vertex-Group feature mask to our wind-waves feature.