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This is the core concept of Scatter. Scattering your assets with this plugin is designed to be easy.
Choose the terrain you want to work with with the terrain target pointer. This step is only required once.
Select your assets.
Choose your distribution preset from one of the various presets.
Hit the "Scatter" button inide the 'Creation' Panel.
When doing so, you are creating new particle systems, new vertex groups, new collections and adjusting particles settings automatically.
Below are a few extra things you may want to know about the Scatter operator.
When using the 'Scatter' operator, you are creating a new particle 'hair' system based onn settings stored in your 'Scatter Asset Library'.
You can visualize and interact with these settings inside the Scatter Manager. Click on 'Biome Manager' to open the manager, then go inside the Preset category. The manager can also be accessed from Scatter addons-preferences.
You have the possibility to create and store your own scattering presets, load external presets, or even change or delete existing presets. The folder containing all this data can be opened with the 'Open Preset Folder' operator.
Blue = Simple Presets.
Red = Presets with Clustering Noise influencing density.
Green = Presets For forests or jungles.
Yellow = Clustering Pattern influencing particle density or scale.
Black = Presets for tiny objects, like single grass blades or tiny fur objects. (It may use children).
Purple = Array Presets, the number of particles will be the number of vertices or faces of your terrain geometry, each instances will be placed on each face/vert location.
As already said above, all preset settings of the future particle system can be changed before the initial scattering happened. For practical reasons, the color and name properties are accessible just above the operator. You can also have a quick access over the future particle-system density inside the 'Preset Emission' sub-panel.
In the 'Creation Behaviors' panel, you'll be able to control a few things during the particle creation (in the 'Universal' and 'Presets Options' sub-panels). For example: auto-hide the particle system, auto-reduce particle viewport percentage to n amount, automatically choose appropriate name and color from selected instances, set to instances display as bounding box and automatically set up your object relation trackinng axis.
When working with particle-systems it can be really easy to overload blender with too many particles and dense meshes. In the 'Security Actions' panel you'll be able to change two threshold values, to either automatically hide particles if the particle count threshold is exceeded, or automatically set instances display as bounding box if the polycount threshold is exceeded. A message will also pop up warning you with more details.
You can redraw particle systems with active preset, rename particle-system name and delete particle layers at any moment.
You can select any particle system you'd like and redraw them with the active preset. to redraw a selected system, click on the upward arrow icon under the selection area in the tweaking panel.
You can also delete the selected particles by clicking on the trash icon, rename them by clicking on the rename icon, duplicate them by clicking on the cliboard copy icon.
Convert native or graswald particle systems, and tweak them inside Scatter workflow.
In 'Creation'>'Convert Existing Particles' panel you can convert particles made natively inside blender or inside Graswald and use Scatter fast tweaking workflow to start adjusting parameters.
Scatter will recognize a particle system if the name of his particle modifier starts with 'SCATTER: ' and if he have a vertex group influencing the particles density with the same name, this vertex group will be used in Scatter vertex-group weight masking workflow (more informations about the vertex-group workflow in the 'mask' manual webpage).
Access the Export panel in 'Scatter Pro'>'Tweaking'>'Export'
The "export selected system(s) to objects" operation will convert selected system(s) to real object. there's an option to merge all objects to mesh (strongly recommended) and an option to delete the system(s) after operation.
The "export visible particles to .json" operation will export all particle instance/rotation/location/size information in a .json text file.
This operator will convert all vertex-groups from the scattering masks workflow into vertex-colors data, so they could be used in cycles shader editor for creating materials relative to your terrain scattering, or bake the masks into an uv-texture.
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