Table of Contents

The Transformations tab is part of the Chaos Scatter parameters.


Translation


From/To – Specifies the translation range for the X, Y, and Z axes, in world units.

Texture – Specifies the texture map or shader to use for translation.

Stepping – When nonzero, switches the random translation from a continuous to a discrete one, with steps specified by this parameter value. The From and To values are still used as bounds. This effect is used only for the selected axes.

Step in X, Y, Z – Defines the axes affected by the Stepping value.



Rotation


From/To – Specifies the rotation range for the X, Y, and Z axes, in degrees.

Texture – Specifies the texture map or shader to use for rotation.

Stepping – When nonzero, switches the random rotation from a continuous to a discrete one, with steps specified by this parameter value. The From and To values are still used as bounds. This effect is used only for the selected axes.

Step in X, Y, Z – Defines the axes affected by the Stepping value.

Normal vs. Y – Defines the instanced object's orientation, using the base object's normals. A value of 1 means instanced objects remain vertical, regardless of the base object's normals direction, while a value of 0 means instanced objects are oriented according to the base object's normals.

Preserve model rotation – When enabled, instances preserve the original rotation of their models (instanced objects). Otherwise, the original rotation is ignored.



Look At


Look At is a sub-rollout of Rotation.


Enabled – Turns the Look at option on. Look at rotates the scattered geometry so that the defined Look axis is always pointing toward the Target object. Even if a Target object is selected, the scatter geometry does not follow it unless this box is clicked. See the Look At example.

Target object – Determines the object that the scatter geometry uses as a guide. Drag and drop onto the field or use the eyedropper tool.

Look axis – Determines which axis of the scattered geometry looks at the Target object.

Horizontal – Binds the scattered geometry to the surface of the Distribute On object, only rotating around the axis which is perpendicular to the surface when following the Target object.

Falloff distance – Determines the distance around the Target object that affects the scattered geometry. Geometry outside of this perimeter does not look at the target. See the Falloff distance example.

When applying Falloff distance, make sure the Target object is a geometry or a Null. Lights are not tracked by the scattered geometry when the Falloff distance parameter is enabled. The object can be placed at the location of the light to create the illusion the scattered geometry is looking at it.





Example: Look At

In this example, the sunflower objects are scattered along the plane. The Sun Light is assigned as the Target object, and it is moved along the sky as if it were setting over the horizon. The Horizontal option is enabled, allowing the sunflowers to rotate more realistically. Slide through the images to see the movement of the sunflowers.






Example: Look At Falloff Distance

In this example, the sunflowers are looking at the blue butterfly. Adding Falloff Distance creates an area around the Target object where the effect is applied. Having the value at 0 applies the effect to the entire scattered geometry. Scrolling through the examples quickly reveals the area which remains affected.


Falloff Distance = 0cm

Falloff Distance = 300cm

Falloff Distance = 900cm



Scale


From/To – Specifies the scale range for the X, Y, and Z axes, in percent.

Texture – Specifies the texture map or shader to use for scaling.

Stepping – When nonzero, switches the random scaling from a continuous to a discrete one, with steps specified by this parameter value. The From and To values are still used as bounds. This effect is used only for the selected axes.

Step in X, Y, Z – Allows defining the axes affected by the Stepping value.

Uniform – When enabled, instances get scaled in all axes using the values for the X-axis. When disabled, each axis uses independent values.

Preserve model scale – When enabled, instances preserve the original scale of their models (instanced objects). Otherwise, the original scale is ignored.






See Previous:

Surface Scattering Tab


See Next:

Areas Tab