Versions

What's the Difference ? 

Biomes Availability

Scatter Standard Version have 16 Biomes & 27 assets, Scatter Pro have 76 Biomes and 180 Assets!


Click below to see every previews in  full-res in our Catalog. 



Masks Availability

Masks Available for both Standard and Pro: 

Multi-layer Painting: Manually paint a layer of particle-density that can have influence/reverse influence on multiple systems at the same time. 
Bezier 3D Path: Create a non-destructive pathway to add or avoid particles near your curve. Possibility to adjust the particle proximity falloff. 
Bezier 2D Area: Add particles in the inner/outer area of a closed Bezier curve projected on the global Z-axis. 
Altitude: Distribute your particles from your terrain altitude information. Use a falloff graph to control your particle elevation precisely.
Slope: Distribute your particles from your terrain slope information. Use a falloff graph to distribute from specific slopes intensity.
Camera-Clipping: Create a procedural mask that will only reveal areas inside your camera FOV. Possibility to support multiple cameras at once. 

Scatter Pro Exclusive Masks:

Camera Ray-Casting: Create a procedural mask that will only reveal areas visible by your camera. Possibility to support multiple cameras at once. 
Camera Distance-Culling: Create a procedural mask that will only reveal areas from a given camera minimal/maximal distance, the result can be tweaked with a falloff-graph.
Object-Collision: Choose a collection of meshes that will create booleans particle density areas with the terrain mesh. 
Particle-Proximity: Create an area of influence to avoid or add particles near a chosen particle system.
Curvature: Distribute your particles from your terrain curvature information. Use a falloff graph to distribute from specific curvature intensity.
Waterflow: Simulate water-flow/watershed information on your terrain mesh to distribute particles near probable streams area.
Orientation: Distribute particles from slope orientation information on your terrain mesh. The slope orientation can be precisely tweaked within a falloff graph. 
Normal: Distribute particles from your terrain Normal mesh information.
Border: Have/avoid having particles near your terrain border, to obtain cleaner particles scattering near terrain limitations.
Edge-data: Distribute particles from your terrain edge data (Length, Sharpness marks, Seams marks...)
Face-data: Distribute particles from your terrain face data (Area, Smoothness, Index...)
UV-Image: Distribute particles from image information.
Texture: Influence/reverse Influence particles with texture data information. 
Vertex-Color Convert: Convert vertex-color information to a particle-density mask. The vertex-color information can be separated in separate RGB/HSV layers.
Shadow-Casting: Distribute particles from shadow/light cast by a given vector.
Sharpness: Distribute your particles from your terrain Sharpness information. Use a falloff graph to distribute from specific sharpness intensity.

You have a Question ? Contact me, i'll try my best to respond as fast as i can ! 

Purchase Scatter Standard now and upgrade to Scatter Pro later, no worries.

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artwork by Artur Szóstakowski