Scatter
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Scatter
The Scatter SOP will generate points based on the incoming geometry.
Main Parameters:
Generate:
-- By Density:
* "Points will be distributed independently based on having a density over each primitive. Density is the expected number of points per length unit for curves, per area unit for surfaces, and per volume unit for volumes and tetrahedra." In other words, it looks at the area, length, or volume value for determining where points are scattered. The "density" variable is then calculated based on how many points you want with the Force Total Count and the area, length, or volume value of the associated primitive. Keep in mind that if you're using a volume, increasing the density of the volume will not increase the number of points which are scattered there. This only determines where points are allowed to scatter - which is wherever the values are positive.
-- Count Per Primitive:
* This setting relies on an integer primitive attribute called "count" by default. This attribute will control how many points are scattered along each primitive based on that attribute value.
-- In Texture Space:
* This allows you to control how many points are scattered based on the scale of uv islands. What this means is that if you scale up a UV island, then more points will be scattered there. If you scale down a uv island, then less points will be scattered there. This is super-useful when, as an example, you're trying to scatter points along terrain and you want certain areas to receive more or less points.
Density Scale:
Density Attribute:
Override Prim Area:
Use Area for 2D Volumes:
Force Total Count:
Density Texture:
Count per Prim Attribute:
Max Points:
Primitive Seed Attribute:
In practice, here's where this is useful. As an example, lets say that you want to scatter points along debris and you want the scattering pattern to stay the same for each debris piece. By default, the scatter looks at the prim id as a seed for how it should scatter. That's a problem if you ever want to spawn additional debris because that would then change the prim ids. Remember, prim id = seed by default. So, instead, you check on the "Primitive Seed Attribute" to determine the seed using an attribute. In this situation you could then use the connectivity node to create a "class" attribute for each debris piece, and set that class to the prim seed attribute so that the scattering stays the same on each piece. That's a situation where you'll really love this checkbox.
Randomize Point Order
Relax Iterations
Output Attributes:
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In this section, you can tell the scatter sop which attributes you want to have on your points. Attributes are picked up from the geometry that you scattered the points on. If you decide to toggle on "Output radius and density in texture space," then it will use the distances based on uv space rather than world space. You'll also need to have the "Generate" set to "In Texture Space" for this checkbox to become available.
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Aug 28th, 2024 Changelog
General Changes:
• New, simplified website design is now live!
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