Versions
What's the Difference ?
What's the Difference ?
Biomes Availability
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 Availability
Masks Available for both Standard and Pro:
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:
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.
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Purchase Scatter Standard now and upgrade to Scatter Pro later, no worries.
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artwork by Artur Szóstakowski