Scatter on Surface Node¶
The Scatter on Surface node distributes points or instances across the surface of a mesh. It provides flexible control over how elements are placed using density, randomization, and Poisson disk sampling. This node is useful for procedural scattering of objects such as grass, rocks, or debris on terrain or any other surface.
Inputs¶
- Mesh
The input surface geometry on which points or instances will be scattered.
- Selection
Determines which faces or parts of the mesh are used for scattering. Unselected areas will not receive any scattered elements.
- Density Method
Determines how the number of scattered points is controlled.
- Density:
Uses a density field to define how many points are scattered per unit area.
- Amount:
Uses a fixed number of total scattered points across the surface.
- Distribution Method Density
Determines the pattern of scattered points when Density is used.
- Random:
Distributes points randomly across the surface.
- Poisson Disk:
Distributes points evenly using a minimum separation distance.
- Density Density
Controls the number of scattered points per unit area when using the Density method.
- Amount Amount
The total number of points to scatter when using the Amount method.
- Distribution Mask
A mask that limits the areas where scattering occurs. Values closer to
1.0allow scattering, while values near0.0exclude it.- Minimum Distance Poisson Disk
Defines the minimum spacing between scattered points when using Poisson Disk distribution. Higher values result in more evenly spaced points but fewer total points.
- Keep Surface
Keeps the original surface geometry in the output, instead of outputting only the instances.
- Scatter on Instances
Enables scattering directly on existing instances rather than on a single mesh surface.
- Seed
Random seed value used to vary the distribution pattern of scattered points or instances.
Instancing¶
- Input Type
Defines how the instance geometry input is provided.
- Data-Block:
Instances are created from an object or collection data-block.
- Geometry:
Instances are created from input geometry provided to the node.
- Instance Type Data-Block
When using Data-Block input, determines whether to instance an Object or a Collection.
- Object / Collection Data-Block
The specific object or collection to instance when using Data-Block input mode.
- Instance Geometry
The geometry to instance when using Geometry input mode.
- Viewport Visibility
Controls the percentage of scattered instances that are visible in the viewport.
- Realize Instances
Converts all instances into real geometry, producing a single combined geometry output. This can be required for some subsequent geometry operations or modifiers.
Pick Instance Data-Block Collection¶
When instancing from a collection, this option enables random or controlled selection of which child object to instance per scattered point.
- Reset Transform
Resets the transform of instances before applying the scattering transform.
- Instance Seed
Controls the randomization of instance selection and transforms per scattered element.
Transform¶
- Surface Offset
Moves instances along the element normal, offsetting them from the surface.
- Align Rotation
Aligns instance rotation to the orientation of the geometry element (e.g., normal direction).
Alignement Axis
- Scale
Controls the uniform or per-axis scaling of instances.
Randomize¶
Can be enabled through the boolean found in the panel header.
- Offset
The maximum translation offset for each axis. Defines the random range for instance movement.
- Rotation
The maximum rotation for each axis. Defines how much each instance can be rotated.
- Scale Axes
Determines how scaling is applied.
- Uniform:
Applies a single random scale factor uniformly to all axes.
- Axes:
Applies an independent random scale factor to each axis.
- Scale
The maximum scaling factor applied to each instance.
- Flipping
Randomly flips instances along one or more axes, effectively mirroring them.
- Seed
An integer value that initializes the random number generator. Changing the seed produces a different random arrangement while keeping the same parameters.
Masking¶
- Image Mask
An image used to control scattering density or placement via UV mapping.
- UV Map
The UV map used to interpret the image mask for controlling distribution.
Outputs¶
- Instances
The resulting instances scattered across the surface, distributed according to the selected method and parameters.