Emitter

Before scattering anything, you will need to define your emitter object.

What is an Emitter?

When using Geo-Scatter, the plugin will first ask you to define your emitter-object in order to be able to create or tweak a scatter. This object main purpose is to hold datablocks of all the scatter-system(s) and their properties.

By default, every creation operator will use this emitter object as the scattering surface, however, the surface(s) can be picked independently.

If you'd like to switch from one emitter to another, just click on the little icon on the top right of any panels. This process is not destructive, the settings will all be saved unless you delete one of these emitter object(s).

Emitter Switching Workflow

In the plugin manager, there are alternative ways to switch from one emitter to another, for example, you can change the emitter with a pin/unpin action, or directly set the active object as an emitter target.

Note that the statistic panel (in the plugin manager) is also an efficient way to change between existing emitters quickly.

Reminder:
The plugin manager is the place where your biome library is located, you can find it in blender preferences, search "Scatter" and click on the "Enter Manager" button.

Surfaces

Then optionally pick the surface(s) upon which the scattered points will be generated (introduced in update 5.3)

Pick your Surface(s)

By default, any new scatter will use the chosen emitter as the distribution surface.

Since Geo-Scatter 5.3 you are able to pick any surface(s) of your choice independently from the emitter object:

  • For already created system(s), in the new surface sub-panel in the tweaking panel

  • For system(s) soon to be created, in the operator's popovers located in the creation panel.

Large & Highpoly Surfaces

Be careful when scattering on enormous terrains, the scattering density is based on the surface-area and displaying too many instances will slow-down or sometimes freeze your computer, and some features such as abiotic curvature or mask painting might be slower with heavy -polycount surfaces.

If you intend to scatter on a large area, please read the optimization page. The "on creation" settings might help too!

Non-linear workflow

The native scattering experience in blender consists of adding a particle-system data-block on a single emitter object, then repeat the process for other objects. While this makes a lot of sense when working with individual objects at the time, from the point of view of scenery creation, this linear process is unnecessarily slow & repetitive.

Rest assured this linear workflow is still available in Scatter5 simply by swapping emitter objects.
However since the multi-surface feature has been implemented in our pipeline, users are able to de-centralize their scatter-system(s) from their emitters by choosing alternative surface(s). If doing so, it might make sense to create a dummy object whose only purpose is to hold the scatter-system(s) & their settings. We propose to create such a dummy object in the initial define-emitter panel.

About Multi-surface Implementation

This multi-surface workflow has been rigorously implemented in our scattering pipeline, here are a few implementation examples:

  • It is possible to scatter locally on many surfaces simultaneously. Meaning that the distribution density will stay stable, even when your surface(s) scales are animated for example.

  • All procedural-features will still work as expected, individually per surface local space, or in your scene global space.

  • Some inputs will be highlighted in red if an attribute (vertex group/ vertex color/uv layer) is not shared across all of your surfaces.

  • The creation operators now have a "future surfaces" option in their creation popovers.

  • Manual mode also accepts many surfaces as one large painting canvas. The scattered points will stick to each parent-surface automatically. Swapping surfaces won't remove the created points.

Add New

The simplest way to add a new scatter-system

The fastest and simplest way to create a new scatter-system is by clicking on the add icon next to your system list. This will generate a simple random distribution with a density of 0.2 instance /m² and no features enabled on the defined emitter surface.

If you have objects selected in your viewport it will link them in the instance collection, if not, it will activate the default display as a point feature.

Beware:
Please use the remove operator to delete a scatter-systems, do not delete Scatter5 collections
directly from the outliner, this will lead to issues.

Pro-Tip:
Hold the ALT key to consider the selection as your future surface(s) with un-defined instances instead.

Density Scatter

2nd simplest way to do a scattering

The second fastest way to scatter the selected objects from the viewport or the asset browser is by using the density scatter operator. Quite straightforward, choose your Particles /m², cm², ha, or km² ratio, an estimation will be made in real-time, then click on the scatter button.

A new scatter system will appear in your system list. Note that the all system(s) created will always use the m² unit.

Preset Scatter

an easy to use 3-click process

Usage:
One of the most important features of the Scatter plugin is the "Scatter Object With Preset" concept. Quite easy to understand , it goes like this:

  1. Select your future instance(s)

  2. Select your preset

  3. Click on 'Scatter', and it will scatter the selection on your emitter surface by default.

Pro Tip:
You are able to automatically generate the name or color of your future scatter-system by enabling the options in the header menu.

Asset Browser Support

With the release of blender 3.0, we wanted to implement the new fantastic asset browser within the Scatter plugin right away!

Above your "Scatter Object(s)" button you're able to choose if you will scatter the selection from the viewport, or from the asset browser.

These presets are parts of the scatter-library scatpack, shipped with the plugin.

Pro Tip:
Note that these presets can be applied directly to the selected-system(s) in the lister side menu, or per settings in the gear-icon header popover menu.

The Presets

A preset is a '.preset' text file assigned to an icon and encoded with settings. Presets are of course completely customizable, you can create your own presets, save them and share them with your friends or collaborator.

Here is a quick description of the presets, by their order:

  • Dark Blue: Simple Random Distribution

  • Clear Blue: Random Distribution with limit collision enabled

  • Red: Random Distribution with unique noise patterns.

  • Pink: Same as above, but with wave patterns.

  • Orange: Random Distribution with multi-user patterns via RGB channels.

  • Brown: Random Distribution with multi-user patterns via color ID.

  • MultiColor: Random Distribution with 'Cluster' instancing pick method.

  • Grey: Clump Distribution

  • Greyish Blue: Random Distribution with generated rotation tilt flowmaps.

  • Desaturated Blue: Random Distribution with generated rotation tangent flowmaps

  • Greens: Forest Presets

  • Camo: Forest Presets with 'Cluster' instancing pick method.

  • Purple: Special examples, such as per face, offset, 45d snap, or billboards.


Biome Scatter

Relax! With only one click and all the work is done for you

Usage

When we first invented the biome system for blender back in 2019 we knew that it would quickly become an all-time fan favorite!

Our biome system grants you the ability to append a whole pre-made multi-layered ecosystem with only one click! The assets will first be loaded into the file, then the scattering will be done automatically, layer by layer, in front of your eyes.

You can access the biomes in the scatter manager editor, by default it will open a new floating window, however, it is also accessible from the blender addon preferences editor, search for scatter and click on 'Enter Manager'.

Biome Library

Geo-Scatter is shipped with a default library of 80+ biomes, varying from classic grasses, to autumn, winter, desert, or even forests! We got you covered with a variety of moods, great to start your scattering journey.

However, be aware that assets are not our focus! We want to work with talented assets creators, not compete with them. Therefore, do not expect free updates with new vegetation biomes coming in the future, we'd much rather want to motivate you to create your own biome library and share it with the community, or use the biomes of the community directly of course. (you can check out what is available, free or paid, in the 'Scatpack' category in the manager)

Creating new biomes can be done with very few clicks. To do so, go in the biome manager, in the header>file, click on 'create a new biome', then follow the instructions, and you'll be good to go. Biomes icons can also be generated on the fly.

Manual Scatter

Directly enter in manual mode after a scatter

Manual mode is a brand new exciting distribution workflow existing in it's own custom interface! You can directly enter this mode with the selected object(s) from your viewport or asset browser by using this operator.

Quick Scatter

Scatter faster than ever with pie and shortcuts

In Geo-Scatter 5.1 we added a new shortcut based workflow where you''ll be able to create and directly tweak scatter-system(s) faster than ever.

  • The default shortcut to call the operator is 'SHIFT CTRL ALT W' however it's best if you assign a shortcut of your preference in the operator behavior panel.

  • Dependeing on where the operator was called, it will use the selected objects from the viewport or asset browser as instances.

  • The default density of this operator can be tweaked in the popover menu.

  • This operator is non-destructive, when using the tweaking shortcuts, it will interact with Geo-Scatter distribution density/ cullingmasks/default scale/and the first pattern slot.

Operator Popover

Control how scattering operators behave!

The behaviors of the 'Density Scatter'/'Preset Scatter'/'Manual Scatter'/'Quick Scatter'/'Biome Scatter' operators can be tweaked:

  • By default all these operators will use the emitter object surface, however you are free to use an alternative surface with the future surface properties.

  • If you know in advance that you will work with a lot of particles, the future 'Visibility' and 'Display' settings can activate optimization features before the new system is visible in your viewport.

  • Use the future mask settings if you'd like to directly paint or assign a mask(s).

  • You can choose to import or link the models from the biomes or asset browser.

  • These operators may do security checks when you try to scatter too many items or too high poly items and warns you about it! You are able to adjust the security parameters in this menu.

System List

. This is the place where you will define the active and selected system(s)

Main Lister Interface

The main system list interface is located in the tweaking panel. The selection is mainly used for batch operations.

While clicking on a system:

  • press ALT to isolate.

  • press SHIFT to add to the selection.

  • press ALT+SHIFT to isolate the selection.

Quick Lister Shortcut


U
se the shortcut CTRL+SHIFT+Q to quickly append a lister interface. Best to avoid constantly going up & down in the tweaking interface.

Note that you are able to customize this shortcut in the plugin manager.


Large Lister Interface


In the plugin preference, a large lister is available. This interface will regroup all the scatter-system(s) existing in your scene.

In the header right next to the exit button, you are able to
filter what is displayed in this interface. Some information, such as the instance-count statistics, is hidden by default.

Operations to hide, remove or refresh scatter-system(s) statistics are also available in the header.

Settings Category Menu

Click on the gear icon to access the popover category settings

In Scatter5, the settings of your scatter-system(s) are organized per category, each category has its own header menu (gear icon) where you are able to Copy/Paste, Reset, Apply the active settings to the selection, Apply a preset to the settings, or Lock/Unlock the settings.

Reminder: Perhaps you'd like to copy/paste an entire system? This feature is available in the lister interface right menu.

Pro-Tip: The gear icon will contextually change to a lock icon if the settings are locked, or a sync icon if these settings are synchronized.