Add Instances
Assign or change the instances used by your scatter
When you create a new scatter-system, it will generate a new instances collection each time. This collection will be stored by default in the Scatter5 collection. In the Instancing tab, you are able to quickly add or remove instances selected in the viewport or asset browser to this collection.
Pro Tip:
The ALT key for batch operation, is supported with the 'add new instance(s)' and 'remove instance' operations.
Note that it is also possible to work with blender linked-objects, or collection-groups!
Retrieve Instances
Retrieve the original instance geometry used by your scatter
It is possible to easily retrieve any instance used by any scatter-system in your blender scene. To do so, click on the select icon & the instance will be selected in the viewport. If the instance is stored in a hidden collection in your outliner we will propose you to activate this collection viewstate.
Pro Tip:
Press SHIFT to select many instances simultaneously.
Press the ALT key to center the 3D view on the instance.
Instancing Methods
For most distribution methods, the instancing is always done at the end of the scatter-calculation. First, the geo-scatter engine will distribute points, then calculate the various features that can influence the points scale/rotation/density, then it will assign the instances to the points. By default the assignation will be done randomly, meaning that the engine will pick a random object from your instance & assign it to a scattered point, however, there are more advanced instancing methods available.
Probability Rate
Assign instances to available spots based on a probability percentage. Items located higher on the instance list will take the available spots first.
This method can support up to 20 items.
Clusters
Assign Instances in "cluster". The Jitter factor can be used to create a more natural distribution look. If you are using the clump distribution method, an option will appear to cluster the instances per clump.
Color Sample
Assign instances based on an ID map, the color can come either from a vertex-color layer, or from a texture-data.
Pro Tip: If you'd like to have individual control over density / scale /rotation, then this method is not what you seek, i would suggest using a multi-user vertex-color culling mask or pattern.
This method can support up to 20 items.
Scale Attribute
Assign instances based on the scale of your scatter! This method will guarantee that your instances scale are physically accurate, once you defined a minimal/maximal scale range per item. Geo-Scatter will assign the instances based on the average XYZ scale vector of your scatter-system.
There are 3 scaling methods available, 'Frozen Scale' will reset all scales to 1.0, 'Dynamic Scale' will adjust the scale starting from 1.0 depending on range threshold, and 'Default Scale'.
This method can support up to 20 items.
An example blend file is available.
Manual Index
This method is dedicated to manual distribution mode.