| Since | 22.0 |
This node provides a way to configure scatter instances from within LOPs. It is also a hydra generative procedural, meaning the configured scatter is computed at render-time. It provides controls for scattering instances, randomly transforming each instance, and assigning prototypes.
In addition to offering random primvar values, there are some built-in primvars available to use within a material, to get shading variation:
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Integer value unique to each instance. |
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Integer value corresponding to each prototype across all groups. |
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Integer value of each prototype group, starting from 0. |
Parameters ¶
Primitive Path
The scene graph path at which to create the generative procedural prim.
Execution Mode
Sets whether the scatter procedural should be executed at render-time in Hydra, or author the pointinstancer immediately. Generally, the results in the rendered frame should be indistinguishable from one another, apart from small calculation differences.
Deferred |
The scattering process is not computed in LOPs, instead Engine executes the scattering within a Hydra Scene Index. |
Immediate |
The scattering process is executed as part of the LOP node cook, and the resulting instances are all authored to the stage. |
Up Axis
The direction of the scene’s up axis, for purposes of computer the instance scattering and transforms.
Enable Camera
Use a camera as part of the scattering procedural.
Camera Path
The scene graph path of the camera used for computing the scatter procedural. When cameras are enabled, but no path is specified, the current render camera is used instead.
Source Geometry ¶
Prim Pattern
The primitives onto which instances will be scattered.
Geometry Type
Animation (Beta)
Scatter on transforming and deforming surfaces. Not fully supported yet.
Input Primvars ¶
Rest Primvar
The name of the primvar to use for rest space.
Texture Coordinates ¶
TexCoord Source
Geometry |
Texture coordinates primvar authored on the scatter target geometry. |
Camera Projection |
Texture coordinates are projected from the camera onto the scatter target geometry. |
TexCoord Primvar
Name of the texture coordinate primvar.
Scattering ¶
Point Count Method
How the number of instance points is determined and computed. Note that even when scattering a specific number, masks or other control signals may affect the final number of instances.
Number |
Scatters an absolute number of points across the target geometry. |
Density |
Roughly the number of points per area unit, distributed across the target geometry. |
Face Centroids |
Creates a single point for each polygon on the scatter target geometry. |
Number of Instances ¶
Scatter Count
The base number of points to be scattered on the target geometry.
Enable Scatter Count Map
Scales the number of points by a texture map.
Texture Map
The image of float values that scale the number of scattered points.
Enable Scatter Count Primvar
Scales the number of points by a primvar on the scatter target geometry.
Primvar
The name of the float primvar to adjust the number of points scattered.
Instance Density ¶
Density
The base density of points across the surface.
Enable Scatter Density Map
Use a texture map to scale the scatter density.
Texture Map
The image of float values that scale the scattered point density.
Enable Scatter Density Map
Scales the scattered point density by a texture map.
Primvar
Scales the density of points by a float primvar on the scatter target geometry.
Scatter in Texture Space
The name of the float primvar to adjust the scattered point density.
Face Centroids ¶
Enable Map
Use a texture map to hide or show an instance on a given mesh face.
Texture Map
The image of float or integer values that hide or show an instance on a given mesh face.
Enable Primvar
Use a primvar to hide or show an instance on a given mesh face.
Primvar
The float or integer values that hide or show an instance on a given mesh face.
Max Point Limit
The maximum number of points that can be scattered by the procedural.
Relax Iterations
Number of iterations used to relax the scattered points.
Seed
Seed used to control the distribution of points.
Masks ¶
Up Axis Direction ¶
Up Axis Direction
Whether to calculate a mask using the angle between the surface geometry and the up axis.
Max Angle
Maximum angle between the surface normal and up-axis, at which to scatter points on the target geometry.
Reverse Direction
Reverses the up axis direction.
Cast Shadows
Points will not be scattered in areas covered by target geometry features.
Invert
Inverts the mask effect.
Ambient Occlusion ¶
Ambient Occlusion
Whether to calculate an ambient occlusion mask on the surface geometry.
Maximum Ray Distance
Maximum distance in world units to cast rays and test for surfaces.
Input Min
Minimum occlusion sets the mask to 0.
Input Max
Maximum occlusion sets the mask to 1.
Invert
Inverts the mask effect.
Camera ¶
Enable Camera Mask
Use the specified Camera to control the distribution of points.
Frustum Padding
Expand or contract the camera frustum mask.
Enable Camera Mask Near
Manually set the camera mask near plane.
Override Near Plane
Manually set the camera mask near plane.
Enable Camera Mask Far
Manually set the camera mask far plane.
Override Far Plane
Manually set the camera mask far plane.
Invert
Inverts the mask effect.
PointInstancers ¶
Enable Points Mask
Whether to calculate a mask around pointinstancers.
Prim Pattern
PointInstancer primitives to use for the mask calculation. Cannot specify individual instances.
Radius
Distance from each instance to include in the mask.
Falloff
Additional soft distance beyond the radius.
Use Widths/Radius Attribute
Uses the authored instance scale as the base value.
Invert
Inverts the mask effect.
Meshes ¶
Enable Objects Mask
Whether to calculate a mask from a series of mesh objects.
Prim Pattern
Mesh primitives to use in the mask calculation.
Offset
Offset the mask from each object in the mask.
Falloff
Additional soft distance beyond the offset.
Bounding Box Only
Uses the extents of each object, instead of the meshes themselves.
Invert
Inverts the mask effect.
Transforms ¶
Orient to Surface ¶
Surface Blend
Blends each instance’s local up-axis between the up axis direction and the surface normal.
Blend Variation
Variation of Surface Blend on each instance.
Spread Angle
Additional range of orientation for each instance.
Spin ¶
Enable Spin Primvar
Whether to use a primvar to set the initial facing direction.
Direction Primvar
The vector primvar to provide the initial facing direction.
Spin
Rotation around the instance local up axis to set the direction. Same value is used across all instances.
Variation
Amount of variation to the spin value for each instance.
Increments
Rounds the spin values to specific incremental values.
Enable Spin Map
Whether to use a texture map to multiply against each instance’s spin.
Spin Map
The image of values to multiply the spin for each instance.
Scale ¶
Use Scale from Scatter
Whether to use computed scale from the scattering.
Scale
Scale value applied to all of the instances.
Variation
Amount of variation to the scale value for each instance.
Enable Scale Map
Whether to use a texture map to multiply against each instance’s scale.
Texture Map
The image of values to multiply the scale for each instance.
Position ¶
Peak Offset
Amount to offset the instances along their local up axis.
Peak Variation
Amount of variation to the peak value for each instance.
Enable Peak Map
Whether to use a texture map to multiply against each instance’s peak.
Texture Map
The image of values to multiply the vertical peak offset for each instance.
Seed
Seed used only for the transform values, but does not cause any re-calculation of anything except the transforms.
Prototypes ¶
Add Prototypes from Second Input
Copies prototypes from the second input for use in prototype groups.
Method
The method to use for select the prototype group used by each instance. Within a prototype group, the selection is random if more than 1 prototype is specified. There are 3 methods for assigning prototypes and prototype groups.
Weights |
Each group is a primitive pattern, and each group is weighted individually. |
Texture Maps |
Values in the texture map correspond to each prototype group index. |
Primvars |
Primvar values across the scatter target geometry correspond to each prototype group index. |
Prototype Groups ¶
Prim Pattern
The pattern of primitives used for the prototype group.
Weight
Sets the probability this prototype group will be selected. Only applies between prototype groups, within any group that specifies multiple primitives, the final prototype assignment is random.
Shading ¶
Assign Material
Whether to assign a material to the procedural primitive. By default this material will only apply to objects that don’t already have a material defined lower in the scene graph.
Bind Material ¶
Material Path
Path to the material primitive.
Purpose
Whether the material binding applies to preview, render, or all display purposes.
Strength
Specifies the material binding strength. The default binding strength is the same as Weaker than Descendants. Set to Stronger than Descendants to override the materials set on the prototypes.
Random Primvars ¶
Randomly generates primvar value useful for shading variation.
Seed
Seed to adjust randomization of the shading primvars only.
| See also |