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The "Normal Alignment" feature will let you define the default +Z axis of your instances. There are multiple directions to choose from, each of them can be reversed with the help of the reverse arrow button. If this feature is not enabled, Scatter5 will use the default axis generated by your distribution method.
Align the normal of your instances with the normal of the faces they are distributed upon. The surface normal will be automatically interpolated to the face set to smooth.
Align the normal of your instances with the Z axis of their local surface space, or with the z axis of the world space.
Align the normal of your instances toward the origin of the chosen object.
If you'd like to only align your normal nearby other objects, please look at our proximity repel feature.
Align the normal of your instances toward the origin of their emitting surface.
Choose a random normal axis.
If you'd like more control over the randomization, please look at the random rotate feature.
The "Vertical Influence" can be used to a lower the strength of the normal.
Here above, is a demonstration of an alignment toward the local object z axis, compared to the world global z axis.
The "Tangent Alignment" feature will let you define the default +Y axis of your instances. There are multiple directions to choose from, and each of them can be reversed with the help of the reverse arrow button. If this feature is not enabled, Scatter5 will use the default axis generated by your distribution method.
Align the tangent of your instances toward their local surface space Y axis, or use the world space Y axis.
Align the tangent of your instances toward a random axis.
If you'd like more control over the randomization, please look at the random rotate feature.
Control the tangent alignment with the help of a texture or vertex-color flow map data.
Align the tangent of your instances toward the direction of the slope.
Align the tangent of your instances toward a chosen object origin point.
When choosing the camera, you'll be able to create billboard effects (This is how we created the AlphaTrees biome pack).
Align the tangent of your instances toward the closest surface boundary edge loop.
This alignment method is Extremely useful for hardsurface scattering, such as cities or greeble.
Pro-Tip:
Under Display -> Display As, there are handy placeholder "helpers" useful to visualize your rotation/alignments more clearly.
Pro-Tip:
It is always a good idea to orient your mesh toward the local +Y direction in edit mode.
The "Rotate" feature adds the defined XYZ Euler angle values/random values to your instance's rotation.
There's is a very useful "Snap" slider available, useful to snap your random rotation to 45 or 90 degrees angles, ideal for hard-surface scattering or generating cities landscapes.
The "Random Rotation" feature will add random tilt/yaw values to your instance's rotation.
If only a randomization on Yaw is needed, consider using a random tangent alignment.
If you'd like to create a rotation pattern affecting your scattering, that's where the "Flowmap Tilting" features come in handy. This feature will procedurally tilt your instances depending on a given flowmap, encoded in a scatter texture-data or a vertex-color layer.
Use Case:
Replicate tilting patterns of fields, forests, or interior carpets.
Pro Tip:
If you'd like to create a wind effect, we advise to use the wind-wave feature instead.
Hereby, painting a flowmap encoded vertex colors, influencing your instances tilt, with the help of Clemens Beute flowmap painter addon.
You could mitigate the strength of the tilt with a noise feature-mask.
It is also possible to use the blue channel of your flowmap to do so.