Scatter Texture-Data
What is a texture-data block?
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What is a texture-data block?
You might remember the texture-data properties from blender 2.93? Well, unfortunately, this useful native feature will slowly become obsolete in later blender versions.
For this reason, we decided to re-create our own "texture data block" within geometry nodes. In short, a "Scatter-Texture" data is a nodegroup set-up that will output a texture field.
You can access texture-data settings by clicking on the properties icon.
Will be listed in this menu:
The generic procedural noise types and their inherited properties
The color adjustments settings
The color-ramps widget, useful to create a color-based texture from black/white data!
The projection settings, mapping matrix.
An image library will be available If you choose an 'Image' texture-type. This library contains various greyscale, RGB, colorID, or flowmap images.
There are convenient next/ previous/ random operators available to quickly iterate over designs (demonstrated few gifs below).
In the color-adjustments settings, there is a "Jitter" slider available, this property is very useful to generate a noisy transition in your colors, which will result in a more randomized influence on your scatter.
Under the transform values there is a a newly added "randomized transform" option.
If the mapping of your texture is not important, we advise activating this option as the master seed feature will be able to also influence your textures that way.
It can be difficult to guess the texture from only looking at its effects on scatter-system(s), that's why we created the "Visualize" operator.
This operator will visualize the color attributes in the viewpor while temporarily adding a visualization modifier on your surface(s).
Important:
Because the texture is visualized in color attribute, the quality of the visualization will vary depending on your surface vertex disparity.
If you need your instances density or scale to be affected by a procedural or image-based texture, the 'Pattern' feature is here for this very purpose.
Three pattern slots will be at your disposal for creating either very natural or completely man-made distribution looks.
Reminder:
If you'd only want to use a simple noise texture on your instances scale, consider using the shrink feature in combination with a noise feature mask.
A scatter texture-data can be used in multiple scatter-systems at the same time. This is extremely useful to avoid collision between the various instances areas as you can assign scatter-system(s) to a color sample such as R/G/B channels, or a chosen ID color.
If you'd like to make a texture unique, press the button displaying the number of users.
When creating a new multi-layered biome, there is a toggle available during the biome creation process, used to define if the used presets will create a new texture-data, or re-uses an existing one if found.
This is a key option to enable in order to create green walls or decorative flower mats biomes, for example.
Perhaps you are using an "Image" texture-type? 2DImages are always projected from the +Z Axis, in order to resolve your issue, you will either need to rotate your mapping space by 90 degree, or use an UV projection.