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Chaos Scatter is a powerful instancing and distribution tool that allows you to easily populate scenes with selected objects. This is especially useful for outdoor scenes that need to be filled with greenery, rocks, grass etc. Scatter allows for great control over the instances as well - you can customize and randomize your scene easily.


UI Path: ||V-Ray|| > Chaos Scatter

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Distribution mode – Allows selecting between different distribution modes.

Random – Scatters randomly on all mesh and closed spline distribution objects.
UV – Uses the distribution objects' UVW mapping to scatter the instances in regular patterns.

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The options from Count to Distribution are only available when the Distribution mode is set to Random.

Count – Defines an exact number of instances to scatter overall. When the Per square option is enabled, scatters instances per area, defined by density. The number is always limited by the Config Max. limit option.

Per square – When enabled, the number of instances to scatter is defined by density (Count per square having the given edge length). The number of instances is always limited by the Config Max. limit option. The specified value is the edge length of a square, which defines an area for computing the scatter density.

Distribution – Specifies a texture map or shader used for instance distribution. White areas of the texture are treated as maximum density, and black areas are treated as areas with no instances.

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The options from Pattern to Lock V are available only when the Distribution mode is set to UV.

Pattern – Allows to select between different distribution patterns.

Grid – Rectangular grid.
RunningGrid – Rectangular grid with every other row offset by half of the grid spacing.
HexagonalGrid – Hexagonal point arrangement.

Use planar mapping – When enabled, simple planar UVW mapping is applied to the distribution object and used instead of its existing UVW channel.

Spacing U – Scales the pattern in the U axis - 100% spacing makes the pattern occupy the whole 0-1 UV space; with 50% spacing, the pattern gets repeated 2 times in U.

Spacing V – Scales the pattern in the V axis - 100% spacing makes the pattern occupy the whole 0-1 UV space; with 50% spacing, the pattern gets repeated 2 times in V.

Jitter U – Randomly jitters each instance in the U axis, with 0% being entirely deterministic placement (no jitter) and 100% being entirely random placement.

Jitter V – Randomly jitters each instance in the V axis, with 0% being entirely deterministic placement (no jitter) and 100% being entirely random placement.

Offset U – Offsets the pattern in the U axis. Each 100% added or subtracted moves the pattern by one entire repetition - which means that, e.g., 0% and 100% offsets yield the same result.

Offset V – Offsets the pattern in the V axis. Each 100% added or subtracted moves the pattern by one entire repetition - which means that, e.g., 0% and 100% offsets yield the same result.

Lock V – Locks the V coordinate for Spacing, Jitter, and Offset to the same value as the U coordinate.


SLOPE

Enabled – Toggles the slope parameter on and off. Slope allows scattered geometry to be removed based on the angle of the underlying geometry. If an area is outside the range defined in this rollout, geometry is removed from it. This is great for realistically simulating steep mountains, as there is no greenery on the steepest slopes.

Up mode – Allows selecting between different modes for the up axis.

Local – The up vector of each individual distribute-on object is used to define the slope limitation.
World – The world Y-axis up vector is used for all distribute-on objects to define the slope limitation.

From/To – These values set the range of angles, measured in degrees, between either the Local or the World up vector and the surface normal. Determines how steep the surface can be before instances are filtered out. Instances scattered outside of this range are erased.


ALTITUDE

Enabled – Toggles the altitude parameter on and off. Altitude defines a height range (in cm) for the scattered geometry to distribute on. Any geometry outside the range is filtered out. See the example for more.

Coord. space – Determines whether Local or World coordinate space is used for the height range.

From/To – Defines the minimum and maximum height of the range. Any geometry below or above this is filtered out.

Falloff – Smooths out the altitude cutoff, allowing for a gradual fade-out. Use the curve control to define the transition. For further controls, open the menu. Additional points can be added by holding Ctrl and left-clicking anywhere on the curve. See the example or more.

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Example: Slope

The Slope effect removes scattered objects depending on the angle of the underlying geometry. Slope can be used to remove objects from steep areas, as well as shallow areas, using the From and To parameters.

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Example: Slope Up mode

The Local Up mode takes the normals of the Distribute On object and uses them to determine which way is up. In this example, the Slope is set FromTo 45°.

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Slope = Disabled

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Slope From = 0° Slope To = 45°

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Slope From = 0° Slope To = 20°

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Slope From = 5° Slope To = 20°

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Up mode = Local

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Up mode = World

Consider collapsing the Table of Contents to view these examples in a larger size.



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Example: Altitude

In this example, the Altitude and the Altitude Falloff parameters are showcased. Setting the Altitude To parameter to 500cm cuts off the scattered forest at that height. Adding Falloff thins out the forest at the lower point of the curve.

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Altitude = Disabled

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Altitude From 0cm To 500cm

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Altitude Falloff = increasing curve

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Altitude Falloff = decreasing curve

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Transformations

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TRANSLATION

From/To – Specifies the translation

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

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.

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 horizontally along 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.

SCALE

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

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

Stepping – When nonzero, switches the random scaling 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 – 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.

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

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 example for more.

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 example for more.

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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.



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.

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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.

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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.

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Falloff Distance = 0cm

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Falloff Distance = 300cm

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Falloff Distance = 900cm

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Areas

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Spline includes – A list of splines, where the instances are allowed to be scattered.

Spline excludes – A list of splines, where the instances are not allowed to be scattered. See the example for a visual representation.


Additional Spline include/exclude options. These options are visible when an object is added to the list.

Near/Far – Falloff distance from the selected spline projected to the selected axis plane. Up to this distance all instances get included or excluded, depending on the type of the list. Scale and density of instances between the Near and Far falloffs change linearly - from 1.0 to 0.0 in the case of inclusion and contrariwise in the case of exclusion.
Scale – Scale multiplier affecting instances between the Near and Far .
Density – The density factor, affecting instances between the Near and Far.
Axis – Determines which axis to project the spline include/exclude areas.

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