Random Distribution
The simplest distribution method available
Random Distribution
The random distribution method is the simplest method available, it will distribute instances randomly on the designated surface(s) until reaching the defined density per square meter area threshold.
Right below the density and seed properties is the "Operation Coefficient" layout, these settings will let you quickly multiply/ divide/ add/ subtract the density by a given factor.
Default Alignment:
The default normal/tangent alignments of instances for this distribution method will be the surfaces Z and Y axis.
Limit Collision Option
The limit collision feature is useful when we want to ensure a minimal distance between the distributed points from a given distance radius.
Beware:
The limit collision feature is using the poisson disk algorithm which is slower to calculate, especially when dealing with an unnecessary heavy density, do not abuse it.
Beginner Misconception:
Achieving physically accurate collisions between, let say, individual branches of trees within a forest, or individual blades of grass within a field, is not a realistic expectation of what is currently possible with current 3D technologies. It also breaks the principle of instancing!
Global vs Local Space Distribution
As the distribution density is defined by a distance unit, we need to calculate our surface square area, therefore our surface scale has to be taken into consideration!
In the local space, the surface scale is not applied therefore the density will stay stable when rescaling the object, in global space, the scale will be applied, and the surface area and density will adapt in real time.
Seed Values & Dice Operator
When you see a seed slider and a dice icon on a feature, it means that the effect can be randomized depending on a chosen seed value. The considerable radical seed value you can change is the seed of your distribution.
Pro-Tip:
A master seed is available in the extra panel, this master seed value will have an influence on every single Geo-Scatter seed present in your .blend file. Rendering an animation of this master seed with a '#frame' driver is the best way to iterate over your environment design quickly.
Careful:
Editing the surfaces meshes will reset seeds values.
Mesh Element Distribution
Distribute per verts/edges/faces
Per Face Distribution
Distribute one instance per face center. By default, the tangent axis of the instances will be stable, even when rotating a face.
Default Alignment:
By default, the normal of the nstances will be aligned toward the face's normal direction, and the default tangent alignment will be based on the adjacents vertices ID, therefore the alignment will stay stable even when rotating a face.
Exclusive Face Size Feature
A new option will be available to scale the instances according to the face surface area.
Per Edge Distribution
Distribute one instance per edge center, or first vertex of an edge. Selection options are available to only scatter on edges un-connected to faces, or only on boundary edges.
Default Alignment:
By default, the normal/tangent of the instances will be aligned toward the direction of the edges, depending on your position mode. All default alignments are stable, relative to the edges, even when moving or extruding the mesh.
Exclusive Edge Length Feature
A new option will be available to scale the instances on XYZ according to the edge length.
Per Vertex Distribution
Distribute one instance per vertex.
Default Alignment:
The default normal/tangent alignments of instances will be the surfaces Z and Y axis.
Volume Distribution
Density & Limit Distance
The volume distribution method will generate points inside the surface(s) volume. The distribution algorithm is based on the normal directions and is biased toward the Zaxis. distance option is also available for this distribution method.
Default Alignment:
The default normal/tangent alignments of instances will be the surfaces Z and Y axis.
Compatibility With Features
Some feature(s) are not available for this distribution method:
Mask>Vertex Group
Mask>Color-Attribute
Mask>Image
Mask>Material
Abiotic>Slope
Abiotic>Orientation
Abiotic>Curvature
Abiotic>Border
Visibility>Area-Preview
Features relying on UV space or vertex-colors will be inconsistent
Clump Distribution
Clump Distribution
The clump distribution method will generate two scatter at once. First, it will generate the points for the clumps, then points for children around each clump, depending on the radius values chosen.
Exclusive Scale Falloff Feature
When choosing the clump distribution mode, a new scale falloff feature will be available in the scale subpanel. The scale will be driven by your falloff distance.
Default Tangent Alignment
If the tangent alignment feature is disabled, the default tangent alignment of your children will be the direction from the parent clump center. This is very useful for plants, as the leaves or branches will need to be aligned as such.
Exclusive Normal Falloff Feature
A new normal influence slider will appear in the rotation subpanel, to tilt your children's normal direction toward/outward clumps center.
Use Clumps as Instancing Clusters
It's possible to assign the instances per clump! If the instance picking method is set to cluster, a new toggle will be available, exclusively for the clump distribution mode
Pro Tip:
If you do not need the parametric aspect of clump distribution, we'd suggest working with random distribution while using assets modeled in clump already. It will be more friendly to control, for both yourself and your computer.
Scattering Clump Models
Sometimes you might encounter models made in "Clump" in your environmental work, these models are extremely useful for filling large areas, as we need way less density to create a meadow with a large clump of grass than with individual tiny grass blades for example.
While clump models are fundamentally needed for a majority of environments, they are not ideal in some scenarios. It is always important to use the appropriate model for your scene.
Note that assets in the starter library are all in clumps, however, feel free to edit them to narrower clumps if needed.
Here's below a comparative table
Clump Models Advantages:
Ease of use, lesser density is needed.
Faster to render
Less lag
Clump Models Inconveniences:
Not ideal for close-ups.
Not precise when masking, or near borders.
( Note that there is a technique available for clean borders/collision. see Clean Lawn, Near Pavements and Borders )
Individual Models Advantages:
Clean near borders, more precise area control.
Better for close-up shots.
Individual Models Inconveniences:
Need way more of them.
Slower to render
Might heavily lag your viewport, sometimes impossible to use.
Stable Deform Distribution
Ideal for animated mesh that deforms!
Stable Deform Distribution
The 'Stable Deform' distribution method is a variation of the random distribution method with the main difference being that thegenerated points are being distributed within the chosen UVW space.
Because UVmaps of meshes generally stay fixed, you can freely deform/animate your surface(s) mesh in the XYZ space while keeping a completely stable distribution seed and density.
Default Alignment:
The default normal/tangent alignments of instances will be the surfaces Z and Y axis.
Comparison
Above: Random distribution method
Below: Stable deform method
Manual Distribution
The manual distribution mode is a whole new workflow by itself.
Please consult the manual mode page for information about this distribution method.
Basic usage:
Scatter a new system, then in tweaking>distribution, change the distribution method to "manual". You will be able to enter the dedicated manual mode environment. Note that all settings of the procedural distribution can also have an influence on the point created in manual mode.
Default Alignment:
The default alignments will vary depending on your brush rotation settings, each point is encoded with its own rotation and alignment information.