Random Scatter

Random Scatter randomly scatters mesh objects in selected faces from the source or active mesh.

Here are the redo properties and what they do:

Type

This has 3 options: Cube, Mesh and Collection. Cube allows you to use a primitive cube as the scatter object - this is great for long range renders where its lighter resolution can be used to create detail without too much processing overhead. Mesh allows you to use a mesh object in the scene as the scatter object. Collection allows you to use a collection or group of mesh objects as the scatter objects.

Mesh

This only shows up when using Type: Mesh. This allows you to select a mesh object in the scene to use as the scatter object.

Collection

This only shows up when using Type: Collection. This allows you use the mesh objects assigned in a group or collection as the scatter objects.

Object Seed

This only shows up when using Type: Collection. This allows you to randomize the objects used from the collection on a scatter point or location using a seed number.

Points

This determines the number of scatter points or objects to generate.

Points Seed

This randomizes the position of the scatter objects along with other transform properties using a seed number.

Scale Mode

This has 2 options: Axis and Uniform. Axis will let you scale the scatter objects in the x, y and z axis. Uniform will only use a single property for scaling the scatter objects equally in all direction.

Size

This allows you to set the minimum and maximum random sizes of the scatter objects.

When using Scale Mode: Uniform, you can use a single value to set the scale or size of the scatter objects.

Size Seed

This randomizes the min/max sizes of the scatter objects using a seed number.

Scale Max

This only shows up when using Scale Mode: Axis. This allows you to set the maximum scale of the scatter objects in the x, y and z axis.

Scale Min

This only shows up when using Scale Mode: Axis. This allows you to set the minimum scale of the scatter objects in the x, y and z axis.

If the min value becomes higher than the max value then it becomes the max property and vice versa.

Scale Seed

This only shows up when using Scale Mode: Axis. This randomizes the x, y and z min/max scaling of the scatter objects using a seed number.

Rotation Mode

This has 2 options: Free and Strict. Free will randomly rotate the scatter objects using the seed property within the negative and positive rotation angle assigned in the Rotation property.

Strict will rotate the scatter objects in intervals or clicks of the rotation angle assigned in the Rotation property using the seed property.

Rotation

This allows you to set the rotation angle of the scatter objects in the x, y and z axis.

Rotation Seed

This randomizes the rotation of the scatter objects in the x, y and z axis using a seed number. The randomization will only occur in seed number 2 and above allowing you to set a universal rotation value for the scatter objects using seed number 1.

Explode

This will offset the scatter objects using a min/max value from the selected faces creating an explosion effect.

Explode Seed

This randomizes the explosion offset of the scatter objects using values between the min/max properties using a seed number.

Cluster

This clusters or bunch up the scatter objects within the face triangle they are being generated.

Margin

This creates a margin using the boundary from the selected faces allowing you to cluster the scatter objects as a whole within the face selection.

Offset

This has the same effect as the Explode property but allows you to offset the scatter objects using this single control property without randomization.

Material Index

The Material Index property lets the resulting cloth sim mesh inherit a material from the active or work mesh.

The default value of -1 means it will use the active material in the work mesh if that material exists.

Using 0 and above means you will be using the 1st material in the material stack when using 0, the 2nd material when using 1 and so forth.

Using a material stack number when that material does not exist will assign no material to the resulting panel cut mesh.

Use Mirror

When enabled, this uses the mirror modifier of the source mesh to create a symmetrical result of the randomization. Disabling this will use an applied version of the source mesh to generate an asymmetrical result.

No Overlap

Makes sure that the scatter objects does not overlap or clip each other. This removes overlapping objects from the randomized result instead of generating a non-overlapping pattern resulting to a complete number of points generated.

The overlap detection will only get rid of scatter objects whose faces are clipping each other. Scatter objects inside another scatter object with not any of their faces overlapping each other will not be affected.

This results to serious processing overheads specially with higher resolution scatter objects, so be careful.

Use Convex Hull

This shows up when No Overlap is enabled. This uses the convex hull shape of the scatter mesh for overlap detection and is meant to be faster. Disabling this will use the exact shape of the scatter mesh instead.

Limited Dissolve

Uses limit dissolve on the selected faces to create a single face to create fewer cluster points or avoid margin issues.

Max Angle

The angle threshold for the Limited Dissolve property.

Single Object

This creates a single object containing all the scatter objects.

Disabling this will add the scatter objects as individual mesh objects in the scene.

Follow Normal

This lets the scatter objects follow the normal direction of the face they are being generated on to orient themselves.

Track Picked Normal

This shows up when Follow Normal is disabled. This lets the scatter objects to use the normal direction saved using the Normal Picker operator to orient themselves.

Last updated