Example Files
Example Files
Loopable Wind Animation
This scene is a demonstration of the loopable wind feature of Scatter. Easily control the wind strength, direction, turbulence, texture contrast/brightness of the strength, within the plugin. The wind feature is a great way to add the illusion of wind in your scatter by tilting your instances procedurally. The windmill/ farm/ wheat models are made by Pixel /Jayson Stauffer / ebmclachlan.Loopable Wind Animation
Instancing by Scale
When distributing your assets, you might want to dynamically assign the objects based on their physical scale value. This is where the instancing by scale method comes in handy, it's an essential tool to have if you're after a realistic scatter. In this demo, paint the group driving the shrink feature and the instances will dynamically change. The terrain shader is derived from this scale mask.Instancing by Scale
Simple Visibility & Display Optimizations
In this example we are discovering the camera and display optimization features available in the Scatter plugin. We initially scattered over 4.000.000 instances, and with only a few clicks we efficiently reduced the particle count to a strict minimum, with a x50 improvement factor. We also added viewport-only display optimizations to our scatter-systems, with the "display as" feature. Read the optimization page for more information.Simple Visibility & Display Optimizations
Wood Cabin with Dynamic Ecosystem
A cabin lost in the wood! The environment we created is dynamic, it is using the revolutionary "ecosystem" feature of Scatter5, thanks to this feature the young trees are growing near their older sibling, moss is growing around rocks, and the larger vegetation is avoiding collision with rocks. Once this feature is all set-up, you'll be able to create an infinity of variations. Don't forget to read the text in the .blend file! The cabin model is made by kennethtzh.Wood Cabin with Dynamic Ecosystem
Scatter Hero Artwork, Curated Shot
Learn how to create large-landscape single shots, by dividing the artwork in foreground/ middleground/ background, working with multiple scattering emitters simultaneously, utilizing the dedicated lister panel to facilitate your interface navigation, and operating the bezier-area feature to achieve precise control on your scatter. Scatter Hero Artwork, Curated Shot
Clean Lawn Near Problematic Areas
For large surfaces, working with grass modeled in clumps instead of tiny grass-blade is advised, however, scattering clump models will cause issues near your terrain boundaries or when areas near objects such as pavements. This blend file demonstrates how to achieve a clean scatter by dynamically distributing tinier models near the problematic areas.Clean Lawn Near Problematic Areas
IDMap with Vertex-Color
In Scatter5 you are able to control multiple scatter-systems from one single ID map! It either can be a vertex-color layer, an image-texture, or a procedural texture. In this example file, we are discovering how one vertex-color layer can influence 7 systems at the same time. Flowers models are made by tojamerlin.IDMap with Vertex-Color
Leaves-Falling Animation
We used the "falling animation" feature on our scattered dead leaves in this shot, we also enabled the turbulence option, so the leaves are falling with a swinging motion. This feature is also useful for snowfall, or can be reversed for animating flying lanterns for example. The photo-scanned tunnel model is made by fujisan.Leaves-Falling Animation
Tangent Alignment and Spawn Rate
In this scene we used the tangent alignment feature of Scatter5 to align the rotation of our crowd toward the statue, We also controlled the spawn-rate with the instancing "Probability" method. The scanned humans are made by Loic Norgeot.Tangent Alignment and Spawn Rate
Parametric Clump Distribution
Scatter has an innovative distribution method called the "Clump" distribution. ; This method is quite handy if you'd like to generate procedural clumps in your scene, it can be also used to align vegetation elements in order to create tufts plants/bushes from scratch.Parametric Clump Distribution
Simple Ecosystem
This scene is a simple example of the ecosystem affinity feature of Scatter5. The grass is growing near seedlings, the seedlings are growing near the larger pines. Change the distance threshold to show the interaction. The vegetation model are made by StreakByte.Simple Ecosystem
Manual Mode Ready Scene
This scene purpose is to test out the various brushes available in manual mode on multiple emitting surfaces. You can find all information about manual mode on the dedicated page about this workflow. The models are made by Robin Tran.Manual Mode Ready Scene
Simple Archviz Scene & Biomes
The goal of this scene is to demonstrate the biome system on a simple, relatively small emitter surface. The scene is derived from the CCBY Barcelona Pavillion demo file made by eMirage.Simple Archviz Scene & Biomes
Asteroid Belt
In this scene we are creating an animated asteroid belt using Scatter5 new volume distribution method. The asteroids are animated using the noise offset feature. We could also animate the rotation with keyframes. The CCBY asteroid models are made by Spacehead and hdri by PixeledAsteroid.Asteroid Belt
Physically Accurate Mowed Grass
In this example-file we are using the tangent alignment feature of our plugin in order to orient our grass models from a mowed-strip texture. Note that in order to achieve this effect you will need a good quality mowed grass model oriented toward the local +Y axis. This is physically accurate, not your usual shading trick. Physically Accurate Mowed Grass
Made in blender 3.3 with Scatter 5.3 | License: CC-BY